Feature Requests and Discussion

I hate to double post, but this thread doesn't seem very active. Anyway, I'd like to point out that the fact that members of a permanent alliance get their scores added together can be very misleading. You should display the same score for each of them. They should get the flat bonuses from technologies as if they were one civ, and get the points for their cities, units, and infrastructure added together.
 
1. The AI can't seem to settle smaller landmasses. In my Earth game none of the civs in Asia (which included the Lanun in Japan) even made one city on the nearby islands or Australia. In my Americas game the Lanun, starting in Hispaniola, refused to settle Cuba or the nearby islands, instead placing cities in Florida and Nova Scotia. This has a severe impact on gameplay and is especially ridiculous in a Naval AI modmod because vanilla BTS AI is more than capable of it.

2. AI seems to barely explore dungeons, even when they're already powerful and have little to fear from hostile spawns. This is especially true when the dungeon is on an island.

3. The AI never ever ever destroys forts or watchtowers. They won't build any other improvements on it and they won't settle it. In fact, they won't even settle another tile over. So, in my current game, there are tons of resources in southern Chile that Beeri simply refuses to claim, having built four forts there already, and southern California has been completely ignored despite having plenty of hills and floodplains. This is near gamebreaking.

Take note of Hannah and Beeri here: View attachment 369522

And all the East Asian civs here: View attachment 369521

There seems to be terrible city placement all around, as well.

Thanks for the saves!

1) This really has nothing to do with naval ability but instead is about the AI's choice of city sites. Looks like their cities along the NE seaboard are the result of conquest. The only city they've built besides their capital is Dunwich in Florida. Not really sure why they dont like Cuba. Perhaps the dungeon is occupying the city spot they like? Either way, they should be expanding somewhere.

As for the other map, the AI does prefer to settle land-connected cities first. The two civs who should be expanding into the Indonesia are the Grigori and the Lanun who seem to be at war with each other. The AI seems to rarely settle new cities while at war.

What are these maps you're using? I can use them for testing.

Agreed that in general the city placement for the AI needs work. The code for that is long and messy. I poke at it every once in a while, but it really needs a full revamp.

2) If an AI unit finds itself on a tile with a dungeon, they will often explore it then.

There is a bug with exploration AI units not seeking out lairs that will be fixed in the next release. As for islands, the AI doesnt understand how to send land exploration units anywhere with boats. There just isn't any code for it in the DLL for it and I havent seen anywhere that anyone else has written code for it either. *shrug* I have it in the database as feature requests #31


3) Looks like you're playing with Advanced Tactics which makes forts act like cities. Yes, unfortunately, the AI wont ever replace these (just opened ticket #231 for this issue), but in this particular case, the area isn't really that great for cities anyway and the Dwarves are still getting the resources themselves from the forts (though I dont know why none of the forts have troops).

As for southern Cal, it looks like there were at least two attempts at cities there that were both razed.
 

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3) Looks like you're playing with Advanced Tactics which makes forts act like cities. Yes, unfortunately, the AI wont ever replace these (just opened ticket #231 for this issue), but in this particular case, the area isn't really that great for cities anyway and the Dwarves are still getting the resources themselves from the forts (though I dont know why none of the forts have troops).

I think it's a great area for cities, with the water resources and everything. Certainly better than those food-deprived cities in Peru. Anyway, he finally did settle a city there, about 200 turns later.

As for southern Cal, it looks like there were at least two attempts at cities there that were both razed.

One is a city ruins that I originally put there in the scenario, and one was a very early city that was razed quickly and never replaced. The AI really should expand even when at war. This also explains why the Bannor are doing so badly; since they're in Crusade and can't do diplomacy, they'll never be able to expand unless they change civics!

The Earth scenario really doesn't go with FFH2. But the Americas scenario is perfect. I'll upload it once I get it straightened out.
 
question: the america scenario is a "scenario" ..ie : pre-loaded with positions, or a "map"?
 
question: the america scenario is a "scenario" ..ie : pre-loaded with positions, or a "map"?

Pre-loaded, although the resources are randomized. It's just the GEM Americas, cut away and edited for FFH2 use.
 
I have another version of Worldbuilder to share.

This is based on Platyping's Worldbuilder 3.11.

I fixed a few minor bugs which I found in that version, which I suspect he will fix soon.

I decided to keep the graphic showing the unit, even though I like Platyping removed the arrows to move it and went back to letting you select a tile on the map.

I added another filter to the promotions screen, separate from the one implemented before. It gives you a choice to view all promotions, all currently available promotions, all promotions the unit has, or all promotions the unit does not have.

I modified the add player part of the Game Data screen so that you can use unrestricted leaders.

I'm just about to start merging this with MagisterModmod now.


Edit: I was just about to upload an update to my modmod, when I found that Platyping had release yet another update with new features in addition to bug fixes.

I would go ahead and try to quickly merge that with MNAI and MagisterModmod tonight, but I need to get up early in the morning so it will have to wait until tomorrow evening.
 
Here is the updated WorldBuilder 3.12 for MNAI 2.52 update.

Platyping changed the mouseovers of units to include the ID of the unit. I changed it to include the Unit ID, Group ID, X and Y coordinate.

Since the Group ID is in the mouseover, I did not bother including any of my previous changed to the Units + Cities screen.

I removed the table in the Unit Data screen that listed all of your units with their locations and Unit IDs.

I changed drop down control that Platyping used to let you set Cargo or Transport units to additionally allow you to set Summoners and also Summons.

I moved the Unit ID and Group ID to a separate line in the Unit Data screen, rather than being in parentheses next to the unit name.

I separated the equipment, race, hidden, spell sphere, etc, options into a different drop down menu from the unitcombats.


I had to make some changes to the project screen to make the maximum numbers of projects depend on team and world limits instead of victory types. Since no victory conditions are really relevant to any projects, I commended out that drop down menu.

I realized that my Unrestricted Leaders change was pretty pointless, as you can turn on that game option on the same screen, so I removed it.
 
Indeed he does...and so do I!

Yet another World Builder update is attached.

I don't think I'll release another update of MagisterModmod just yet though, as those merges take more work and it seems that there is a good chance that platyping will have some major improvements ready by the morning after I can upload it.

Edit: And his soon after uploading this, I have already made 2 corrections.

One was that adding the self.placeMap() which I somehow left off, under def update(self, fDelta): just above return 1, at the very bottom of WBPlotScreen.py.

The other is adding gc.getImprovementInfo(iImprovement).isUnique():continue#Magister at line 670 of the same file, just because I don't think it is appropriate to be able to add hundreds of copies of Unique Feature with the click of a single button.
 
And here is another one.

This includes Platyping's update that lets you edit signs as well as landmarks, plus those two changes I mentioned in my last post. I also made it so that when you use the Kill button in the Player Data screen, you no longer have to exit worldbuilder for it to take effect, and so that the Revive Player button behaves like Create Player now does, and takes you to the main interface to add units belonging to the new/returning player.

Edit: And just after the release I made another change, adding self.placeBonus() just after self.placeImprovements() at line 689 of WBPlotScreen.py, so that the bonus on the tile will be accurately shown just after you add a mana node or other improvement that changes the bonus type.
 
Yet another update is now ready.

Platyping added various abilities in World Builder 3.15, such as the ability edit any Signs and Landmarks and the ability to filter through units and modify many of them at the same time.

I gave the Game Data screen the ability to edit the Global Counter, Global Counter Limit, and Scenario Counter.
 
Platyping released another update yesterday, so now I'm following suit again.

A player's gold and a plot's culture now have commas separating large numbers.

The nearly empty Landmarks screen is gone, with signs and landmarks now being handled in the Plot Data Screen.

I moved the FfH2 specific stuff to the top half of the second column, moved the Place Route panel next to the Rivers (which he moved to where I already had it), moved the terrain to just below Routes right next to Plot Type, an moved Improvements to below Bonuses.

There were a couple minor bugs in the last release which I accidentally introduced in my last release and fixed in this one last night, although I don't recall at the moment what they were.


Edit2: And now I find a couple bugs in my worldbuilder merge. In line 909 of WBUnitScreen.py, pUnitX.setBaseCombatStrDef(Info.getCombatDef()) should be pUnitX.setBaseCombatStrDefense(Info.getCombatDefense()) and in line 914, newUnit.setSummoner(-1) should be pUnitX.setSummoner(-1)
 
Ah you become an expert in messing around with the WB files already :D
 
I you want the updated worldbuilder with the last release of MNAI, you unzip that archive wherever you like and then drag or copy the Assets folder it contains over the assets folder wherever you have MNAI installed (by default I believe that this is just C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2) and say yes every time it asks if you want to overwrite something.

First, however, you ought to delete the files listed in delete.txt, so that the obsolete code does not interfere with anything.

Those files are Platy World Builder.xml, CvWorldBuilderScreen.py, CvWorldBuilderDiplomacyScreen.py, and the whole Assets\python\PlatyBuilder folder.


The newest version of worldbuilder is of course included in the last release of MagisterModmod, so there is no need to do anything to use it there.
 
This new version of Worldbuilder includes Platyping's very minor recent updates, plus a few more FfH2 specific stuff.

The Player Data screen now has the ability to adjust the Production Disabled, Research Disabled, and Spellcasting Disabled counters.

(I also wanted to be able to change the SanctuaryTimer, but while void CyPlayer::changeSanctuaryTimer(int iChange) is exposed to python int CvPlayer::getSanctuaryTimer() const is not.)

In the Unit Data screen, I added the ability to make units cast spells. For this I used the same part of the screen as Platyping used for cargo and transports and I expanded to use for summons and summoners. Only spells that the unit can cast show up on this list. (I considered allowing worldbuilder to let any unit cast any spell, but in many cases that would risk crashing the game.) Note that the delayed death of spells which convert one unit to another does not occur until worldbuilder is closed, so it may appear to duplicate the units instead.

I made the Has Casted toggle refresh the Cast Spell list.

I added the religion icon of the unit over the drop down menu that changes the unit religion.

I also added a toggle which causes a unit to revert to its alternate type. It only shows up when he unit has a scenario counter corresponding to a different unit type. I doubt that this is often the case in your mod, but I found it convenient to add for MagisterModmod where the scenario counter is used for sluaghs and werewolves and Gibbon Goetia.
 
Does that mean that we might have another MNAI update soon, so I should hold off my next MagisterModmod release to include it?
 
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