Radio Noer
The Devourer
Can't wait, by the way, I integrated my mod into yours, I love the new AI
Can't wait, by the way, I integrated my mod into yours, I love the new AI
As I understand it, your mod uses the K-Mod dll... so the crash is probably a K-Mod problem. So if you like, you can upload the save here and I'll see if I can work out what the problem is. Fixing crash bugs is high priority.I'm having an issue, it seems that randomly the game just crashes, for instance, at turn 104 the game crashed and trying to advance the turn on the autosave results in another crash, any idea what could have caused this? I'll turn python exceptions on to see if anything happens if you think that could be the issue.
My guess is that the problem was caused by BUG mod being installed into the custom assets folder on one of the computers; or something like that. In any case, I'm glad you reported the issue, otherwise I wouldn't have known that problem existed.
Spoiler :I've just uploaded version 1.08; and I've changed the K-Mod.ini to have 'NoCustomAssets = 1', so that other people don't have this same problem.
Unfortunately, as I mentioned this has the side effect of disabling custom graphics packs. I personally much prefer to play with the Blue Marble tileset, so I've prepared a pack-file of the Blue Marble graphics that I use. I've attached the file to this post. If you want to use these graphics, unzip the attached file ("BM tiles.FPK") into the K-Mod\Assets folder. That's all you need to do.
I've done a quick test to confirm that multiplayer games still work regardless of whether anyone (or everyone) is using the graphics pack, so it shouldn't be a problem.
Anyway. Version 1.08 is up. The main feature is that it includes my first attempt of giving the AI some basic tactical memory (as I mentioned in an earlier post). I don't expect that this AI will be significantly stronger. But I do expect that it will stop the AI from being confused by well defended choke-points. I just hope there aren't any problem which cause the AI to actually play worse than before.
Thank you very much, I'll check it out tomorrow when I have some time and get back to you with feedback.
I don't thinks the AI gets any special bonuses with any different game options. As far as I know, they only get bonuses based on the difficulty level. -- They always got big bonuses; but now that they know how to use great people properly, and how to build useful plot improvements... they are pretty strong.Perhaps i should mentition im playing with the "no tech trading" and no "Tech brokering" options selected. Maybe the ai gets some INSANE research bonus/world wonder super bonuses- with those options or something.
The graphics pack I uploaded (here) is from the Blue Marble mod. All I've done is removed a few images that I think looked really bad, and then bundled into a single fpk file so that it is easier to manage.Nice. One more question. Can u link me to that graphics mod if possible. I cant find it using search and i want to enhance the graphics in this mod. I didnt wanna try anything before cus of the problems i had.
My pc is broken for some time so i didnt have time to check out the new version. Hopefully ill get the new motherboard today and enjoy your lovely mod.
Yes. The problem was only caused by the -1 food on plots that already had 0 food. But regardless, the problem has been fixed in v1.09 anyway.If I removed the -1 food from slavery mines, the issue with the standard dll would go away, right?
I've just uploaded v1.09. [edit - and now I've updated the changelog, and this post.]
This version was a bit rushed. Not all of the features have been properly tested, but I think it'll be ok.
The main reason I'm uploading it now is that I've just discovered a critical bug in v1.08. Basically, in v1.08, if someone creates a colony, the game will start misbehaving in a big way. If you're lucky it will just crash.. but other bad stuff is possible. For example, the game can get stuck while writing a save file... and then just keep writing the save file bigger and bigger until you force Civ4 to close. It really is a nasty bug, and I'm sorry I didn't spot it sooner. I'm also sorry that I can't really put safeguards in to prevent that kind of bug from happening in the future, because the actual badness was happening inside the core game - not the dll. (The bug was caused by a mistake that I'd made in the .dll, but the nasty way it manifested is part of the .exe.)
But aside from that, I think the new version will be pretty good anyway. You can see that there is some pretty nice stuff in the changelog. It has the stack promotions feature that Axios was asking for. (It's a good feature. ); it has the paradrop change, which makes paradropping much less tedious... and it has stacks of improvements to the tactical AI. So, unless I've missed something important while testing, I think it'll be a really good version.
-CUT-
...and they made peace with that civ the next turn, so if I declared war like they asked, Id be screwed doing all the work.
!-- Power Ratio -->
<option id="Power" key="Power"
type="boolean" default="False"
get="isShowPower" set="setShowPower" dirtyBit="Score"/>
!-- Power Ratio -->
<option id="Power" key="Power"
type="boolean" default="True"
get="isShowPower" set="setShowPower" dirtyBit="Score"/>