Bug report: when enabling the BUG message feature of peace treaty, i get that peace threaty message (Mario will trade peace) also when i declare war (or someone declares war to me). This is not intended indeed, since he's not going to make peace in the first turn of war.
Another note: When using Bug from Better BUG AI mod, i get a nice feature in the scoreboard: when an Ai doesn't want to talk it displays a "!" near it's name, is it possible to have it also in k-Mod? i'0ve tried many options in the Bug button with no success.
I not entirely sure what you mean with that BUG report. Who's Mario? -- Are you saying that you get the peace treaty message immediately when you enable the feature, and immediately when someone declares war on you, and immediately when you declare war on someone else? -- These damn BUG features are nothing but trouble... I'll look into it. (As for the "!", I'll look into that as well. I don't think I would have disabled that deliberately or accidentally, so maybe it was a BULL feature or something.)
karadoc, any plans on the AI possibly moving to settle its first city like players sometimes do, ie on to resources/plains hill for better city tile or to gain extra resources? 90% sure that the AI still just SiP, this of course assumes its in dll/python not .exe, been abit since i last modded so can't remember what gets called by AI Turn 0
Nar, they are always going to settle in place. The AI doesn't currently understand the special conditions that starting positions have (ie. minimum number of resources in the phat-cross, minimum amount of food, strong chance of having fresh water, etc.), and so it would be too risky to allow them to look for a better spot - they'd usually mess it up.
The thing is, the starting spots are actually chosen using essentially the same method the AI uses for choosing it city locations anyway; and so if the AI had full vision and knowledge of the resources in the starting area, it would almost always choose to settle in place anyway. (This wouldn't always be the case, because after the starting locations are chosen, the map undergoes some changes to improve the quality of starting areas these changes may well create a better city site somewhere near the starting spot without giving the AI a chance to re-evaluate where the starting spots should be. But aside from that, I'm sure the AI is very happy to settle in place!)
I know this was discussed earlier in the thread, however I didn't find a final answer: would K-Mod be compatible with Revolutions (or a variation of that)? Is it possible to somehow activate both mods simultaneously?
I think there would need to be quite a bit of work done to merge the mods.
While playing the mod I have founded some strange things that seems to be bugs:
- Sometimes when city is conquered culture of that city will be strangely reformed and half of the world civilizations will get divided culture to that city even when the other civilization is so far away that it shoudn't be possible to have access to the city's culture. I have seen this happened two cities for now and those cities has only had one change of owner.
- One of my city had big production overfly and I was building units like archers and axeman from it and when I got the units ready instead of one archer I got two and after that I got axeman tripled instead of one.
- When I'm making scenario using K-Mod it is hard to use worldbuilder because of unknown civilizations are shown as barbarian colors, however it doesn't matter but sometimes the mod changes the base color of civilizations when I used the worldbuilder.
- When playing earth map the AI civilizations still doesn't make use of the all resources when settling. I have seen AI to settle over many valuable resources like food and gold when not ideal.
However I like especially like how AI now goes for the victory type that suits them best and do it very well.
I don't think those first two things are bugs. The first one is probably just a result of 'trade culture'. (Trade culture would only usually have a relatively minor impact on the culture of the area; but if the original civilization gets completely eliminated, then the trade culture may turn out to be the only culture remaining.) The second thing, about the multiple units being built, is not a bug. That's just what happens if you have far more productivity than is required to build the unit - the excess overflow goes towards the training of another unit.
Both trade culture and the multi-building of units were discussed recently in this thread, a couple of pages back I think.
The barbarian colours in the worldbuilder is a bug that I didn't know about. Thanks for pointing it out. I'll try to fix it soon. (The bug is due to some changes I made to hide the identity of unmet players in multiplayer games. As I mentioned in the changelog, I was kind of expected some bugs like this to pop up.) However, I don't know what you mean by "
sometimes the mod changes the base color of civilizations". I can't think of anything I've done which would cause that. ... Maybe I'll find the answer when I'm fixing the other bug.
As for settling on resources... well, without seeing particular examples I couldn't say if it's a mistake or not; but in general I can say that the AI will sometimes choose to settle on a resources if they think they wouldn't get much benefit from the usual plot improvement anyway. If they can get some extra food or hammers in the city plot by settling on the resource, they won't mind quite as much about missing out on the usual improvement. (I'm not saying that they'll actually aim to settle on the resources, but rather that they won't mind doing it if they think it's going to get them a better city location.)
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The next version is coming along well. It will have some minor improvements to the new combat orchestration, and to the group cycling system. -- and other stuff. The current version actually has a rare crash bug in the combat animation thing. If combat animations are on, and a low-health unit withdraws from combat without any damage being done to it or to the defender, then the game will crash.

That's pretty rare, because people usually don't attack with such low health anyway, but nonetheless it will be fixed in the next version. (As a temporary workaround, if you want to get past a crash like that, just turn off combat animations until that battle is over.)