K-Mod: Far Beyond the Sword

I like your MOD a lot. I keep it. Civ4 is "one of" my favorite games. I hope that you'll continue to improve it. Keep it simple... too much is sometimes like not enough.

:)
 
"Added new AI function, AI_stackVsStack, which is used in AI_attackCityMove - this allows the AI to use its attack stacks to wipe out enemy attack stacks."

Very nice function...

"Added a special symmetry breaking compontent to the pathfinder. Hopefully this will prevent some problems which result from having two paths with equal cost. (eg. The interface showing one path, and then the units following a different path.)"

It happen sometimes in my game, although very rarely.

As always, great job!
 
"Added new AI function, AI_stackVsStack, which is used in AI_attackCityMove - this allows the AI to use its attack stacks to wipe out enemy attack stacks."

Very nice function...

"Added a special symmetry breaking compontent to the pathfinder. Hopefully this will prevent some problems which result from having two paths with equal cost. (eg. The interface showing one path, and then the units following a different path.)"

It happen sometimes in my game, although very rarely.

As always, great job!

I cannot agree more, both of them are great additions :goodjob:
 
Thanks to everyone for pointing out how Uranium works. After a few more turns in my game it all became clear to me.....:blush:

The reason I needed to know is because in the game, I was worried. Usually, at that point in the game, I have things under control and am not questioning every move, every choice. But in this mod, the AI is very different, it behaves in a way I am not used to, and its much more of a challenge. I am having to fret, to work harder. I spend a lot of time saying to myself "Doh, I sure wish 3 turns ago I had done...."

In other words, thanks. This mod is a blast.
 
Trying out the latest version 10.0b I think.

Started as Elizabeth on monarchy/pangea, epic game speed, aggressive ai, random personalities, no tech trading.

One thing that annoyed me- I had a city that had all grassland except for one plot of plains, I improved all the grassland first, cottages/irrigation, but I think because the city was low in production, every time the city grew- the city manager would select that one plot of unimproved plains.

As that city was my main source of military, (slaving and monarchy) having to switch that plot every 3 or 4 turns was crazy annoying. i even selected prioritize food or prioritize money and it kept using that plains slot.

My only neighbor was china, and my first warrior stumbled past his worker, stole that worker and was really happy beause I got a worker maybe 12-16 turns before I wouldve built one. But ofc it was war!

I camped their forest with that first warrior and China was mad. They attacked my warrior in a forest, with the max fortify, across a river, with an archer and ofc won. I think the ai has some special luck modifier for extremely early fighting on their own land.

Alas for China, they expanded late, built alot of early military, sending 2 archers to camp a forest in my land that was very little inconvenience (not next to a city). Those archers wouldve been much more dangerous if they had went on a pillaging spree (I had very little military).

They were at war with me for at least 150 turns, then I finally saved up alot of money and bribed them into peace. I actually made more money from bribing them to peace because the peace allowed me to trade with the other civs (their land was the only land I could trade through, completely blocked by them).

Of course, 10 turns later they declared war again, but hey I got a great general.

General notes:
Noticed great wall isnt the ais greatest priority anymore, and that the ai now rushes stonehenge, the oracle, the great lighthouse, and the colossus, much more noticeabley- at least in this game. I know because I tried to rush each of them (except stonehenge).
 
Just some thoughts apart from my last update,

-Perhaps stop the game from resetting workers when a threat is close if u have military unit on the same spot as the worker, sometimes i need roads in dangerous spots but having to re command them every turn is annoying.

-When building religious wonder for any religion- that gives u gold for each city with that religion in it- perhaps tell the user how much gold he will get, when he is considering to build it with a great prophet. If u only get 5 gold from 5 cities u may not want the wonder.
 
More feedback--

Big disappointment:

While I was cleaning up the chinese the Germans vassaled them and sent a couple stacks to invade me, but once I destroyed those 2 stacks they stopped sending troops completely. I thought to myself why. (remember random personalities option selected)

With a little exploring, the Germans were obviously the tech focused strategy and once I invaded them after 20 turns of peace and taking 4 chinese cities, they had one medium sized stack of riflemen that I immediately destroyed. Now Im taking city after city of theirs with little resistance, and they are the points leader, so once I take all their cities it'll be game over for the ai. The germans have a tiny amount of production, and dont seem to be drafting, but they had almost double my gnp for a short period.

*Back when the germans still had troops*

- there were stacks of mostly trebs/cats still approaching my larger stacks (with at least 10 knights for example)- still not grouping up fully before approaching a threat it seems.

-I saw the the Germans move a large stack between a recently captured chinese city I took and my front city 3 times before finally retaking the chinese capital. Eventually they did the right thing.

Side notes:
Possibley give the player a more positive relation with an ai if you give them more than one resource for free. I think you can give them one resource or 10 resources and just get a +1 rating.
 
Just some thoughts apart from my last update,

-Perhaps stop the game from resetting workers when a threat is close if u have military unit on the same spot as the worker, sometimes i need roads in dangerous spots but having to re command them every turn is annoying.

Is it a problem. I see workers with orders resetted even 2 tiles away from "war" border and even if workers are escorted by 1 or more miltary unit. And even if there aren't enemy unit in the 4-5 tiles surrounding.
 
For the workers. I've changed them so that if they are defended, they won't cancel their orders from only "border danger" (ie. from being close to enemy borders). But they will still cancel if there is an actual enemy unit in range. Do you think that's sensible?

I'm a bit reluctant to make them not ever cancel at all when there is a defender, because the game has no way of knowing if your defender is there to actually protect to worker, or if it just happened to end its turn on the same tile and will just move away at the start of the next turn.
 
Super excited update-

-Saw Germans drafting infantry at 1881 ad...way too late to save themselves tho...

-Ai Naval Invasion!!!! dropped 8 calvary and 8 cannons next to one of my cities with one red coat, 4 longbows, and 2 archers defending. I sent reinforcements from surrounding cities and went all money tech and upgraded my way to saving the city barely/slaving extra units, Im sure I lost more than 16 units defending the city but I saved it....

Because they didnt just attack it, they stopped to bombard first :(

Any teasers on what you are working on next karadoc?
 
Karadoc:

I've been playing several games lately, and actually lost all of them and will have to move down a difficulty level. The AI is VASTLY improved at warring. They actually attack with their stacks now, and move in for the kill when they can. Very impressed. Have seen several early stacks with multiple (5+) catapults with sufficient attacking units. Seems I will have to actually do a bit more early-game military build up.

Keep up the good work. The game is NOTICEABLY improved under 1.10B
 
Any teasers on what you are working on next karadoc?
Well, I haven't done anything particularly exciting so far. I've just been tweaking various parts of the AI; and trying to address some of things that people have posted about. .. I found a bug which sometimes caused the AI to research the wrong tech (for example, if the AI decided that it was time to get better units, they would often try to research Assembly Line before Rifling), and I've fixed a problem which sometimes caused the AI to make their main attack stack wait a long time for reinforcements before moving into enemy territory... and I've made a few minor flavour-based changes; that's about all so far.

Karadoc:

I've been playing several games lately, and actually lost all of them and will have to move down a difficulty level. The AI is VASTLY improved at warring. They actually attack with their stacks now, and move in for the kill when they can. Very impressed. Have seen several early stacks with multiple (5+) catapults with sufficient attacking units. Seems I will have to actually do a bit more early-game military build up.

Keep up the good work. The game is NOTICEABLY improved under 1.10B
Thanks. :) It's good to know that they don't always fail at war like Charles555nc described with the germans in his game. :)

By the way; I'm not too worried about isolated cases of the AI failing at war... after all, I myself sometimes fail to defend myself properly. Sometimes I do what I call an "economic gambit"; which means that I keep only just a skeleton defence, and focus entirely on getting research and infrastructure - and just hope like hell that no one attacks me... I've taught the AI to do less extreme version of that strategy already; but it's very rare for the right conditions to arise for them to actually use that strategy. It's about as rare as the "espionage economy" strategy.
 
Holy Molely,

The ai for the koreans, naval invaded me 4 or 5 more times (it was their only way to get at me). Strangely they are sending much less seige equipment then the first time.

2nd time (1st is in above post), they couldve taken the city but they did nothing- they had alot of rifles and infantry but only 2 cannons. Let me describe step by step- ok so their cruisers have destroyed all the defense rating on most of my coastal cities. I didnt get combustion until way later so my 4 frigate navy isnt doing anything lol.

So the 2nd stack lands via transports, there is a 3% defense rating left on the city they are going for, cruiser destroys the last 3% defense rating with bombarding, and then the stack I guess glitches out and doesnt do anything for a turn.

Doesnt pillage or attack...next turn I can get enough defenders in to save the city. They almost had it tho.

Once I repel the first two attacks, I put 3 specially upgraded defenders in each of the nearby hills and forests so the next 3 or 4 waves of naval invaders have to land on open ground. I sent back my stack of 40 cavalry from the front and clean up the next several waves as they arrive.

Taking out the germans put me ahead points wise but the koreans took over sumeria and the Greeks took over America at that same time so I got to win one or two big wars before this is over. Also taking over the germans via massed drafting set me back in technology and Im trying to put off emancipation until the latest possible time to get my cities as developed as possible, slavery+biology=fast awesome cities.

Just reached environmental threshold for pollution as well...

Edit: I dont think its the germans per se that failed this game, just the "tech at all costs" ai personality type. I think they wouldve been much better drafting rifles or even muskets when they had the chance...they had double everyones gnp but again no production.

But you know you are the only reason Im still playing civ4 Karadoc, great work man- seriously. And if anyone here ever wants to play a comfortable civ4 game online, possiblely using Karadoc's k-mod, let me know. That goes for you too Karadoc :D
 
For the workers. I've changed them so that if they are defended, they won't cancel their orders from only "border danger" (ie. from being close to enemy borders). But they will still cancel if there is an actual enemy unit in range. Do you think that's sensible?

I'm a bit reluctant to make them not ever cancel at all when there is a defender, because the game has no way of knowing if your defender is there to actually protect to worker, or if it just happened to end its turn on the same tile and will just move away at the start of the next turn.

Actually you're right. Of course it is annoying having to give orders to the workers every time, but it is safer.

Regarding the war AI, 1.10b is more smart expecially on naval invasions. I hope to reach soon air warfare too!
 
Really shocked how well the ai is keeping up in the ww 2 era, I just declared war on Korea...who just build the dam wonder and is still out manufacturing me.

Ok so i send my largest stack into Korea and declare war, then they send their largest stack past my stack into my vassal (Russia). I walk back out of Korea and wait for the next turn where my large stack can hit their large stack first. I defeat it with a decent amount of casualities (considering I had 30 artillery units).

A reinforcing stack from korea comes by, then sits there next to my stack for a turn- not pillaging or moving,(glitched?) and I take it out the next turn.

Now Im waiting for whats left of my stack to heal and slowly adding in my newly acquired tanks.

ive built every single health building I can and I just got hospitals which I will also start to build. Is it intended that global warming happen so much? I havent made a single coal plant to reduce pollution but I think the environmental advisor says 2.3 events per turn and that seems to be happening alot in my northern cities...and doesnt global warming seem to destroy forests alot, making it worse?

I usually have the game in a comfortable spot by now so alot of these things are newish and very interesting :D

Edit: i sent 2 cavalry to pillage a resource, and the ai used 2 artillery against them but didnt kill them... they have plenty of military nearby. Imo either leave my cavalry alone or kill them, probably wouldnt need artillery to do it either :)...

Edit2: OMG Americans declared war and took a level 12 city....attacking from the ocean transports and not landing first. SO SMART. THEY USED MARINES TOO ARGH. That city had way outdated defenses tho, 4 or 5 red coats and a cannon I think. Something that may need to get fixed tho...I immediately ask Korea for peace and they offer me a level 12 city...and they just took out 30 units of my main stack using 7 defensively used-offensive artilery and follow up units (used artillery against my stack beseiging their city). Perhaps the ai assessing whether it has a strong position or not should be influenced by the number of people at war with the human/other ai. A little too generous, easy to make peace when the Americans just took a city of mine.
 
ive built every single health building I can and I just got hospitals which I will also start to build. Is it intended that global warming happen so much? I havent made a single coal plant to reduce pollution but I think the environmental advisor says 2.3 events per turn and that seems to be happening alot in my northern cities...and doesnt global warming seem to destroy forests alot, making it worse?
In my experience this one is due to your environmental misbehavior or you are not providing enough info. If im not mistaken it will surely happen to you (or other civs) that have done a lot of chopping. U need forests and jungles to be able to avoid frequent global warming hits.

EDIT: I had ~3-4 event per turn and non of them hit me for quite some time cus i had at least 2 forests/jungles within my every city.

Suggestion:
Let the national park wonder be something like Palace/Forbidden Palace for the global warming hits. And maybe forest preserves do a bit of protection (ofc with good balance and calculations). That would encourage environmentalism over other econ civcs. Maybe im noob but i rarely go for environmentalism (free market or state property are my choices most of the time).
 
Ive never ever used environmentalism, which should probably be renamed self sustain-ism or something like that. I chop almost all grassland forests and jungles and leave the plains forests and tundra forests only. I guess next game I should leave more jungle around.
 
The thing that helps me (or at least i think it does) is the fact that i try not to build cities to close in some areas. Those areas eventually fall into my territory (i surround one area with my cities) and they are rich in woods and/or jungles. Thats maybe ~10-20 free environment lovely parts. And if i need some more woods i use those regions to spread it.
There should be an option to boost forest/jungle expansion tbh, but im asking for too much :D
 
Ive never ever used environmentalism, which should probably be renamed self sustain-ism or something like that. I chop almost all grassland forests and jungles and leave the plains forests and tundra forests only. I guess next game I should leave more jungle around.

If I can figure out how to add Jungle Camp (made by Vincentz author of the VIP Mod) as a Modmod for K-Mod then Jungles are very much usable. As is, vanilla BtS treats Jungles like wastelands. In RL Jungles are very bountiful in resources, but because some are forever associated with a bad disease (like malaria) then All Jungles are bad in BtS terms. And therefore are only good for a hammer return from chopping. What a waste of game resources! :p

JosEPh
 
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