Cruel
King
It seems that the K-mod is becoming the "spiritual heir" of BUG / Better AI / PIG Mod. What is your view on this, Karodoc?
It seems that the K-mod is becoming the "spiritual heir" of BUG / Better AI / PIG Mod. What is your view on this, Karodoc?
I really only see the BUG active to answer questions without a new version, and I think you managed very well to capture the essential parts of the BUG/I don't miss the other options - Believe me: I've done a very detailed analysis of. But in BULL I missing Show Hidden Atitude Mod. Do you intend to add your system of the Show Hidden Attitude mod?There are a bunch of features in PIG which I have no intention of adding to K-Mod, for example, 'influence driven war' (IDW). I won't add IDW, because I don't think it's a good system, and I don't think it complements the rest of the game, and I don't want to add clutter -- but I'm sure a lot of people actually like that option, and so I think it's a good example of the kind of thing a gameplay enhancement mod like PIG to have to build on K-Mod. There are a bunch of other things like that as well, for example "super spies", and perhaps even "culturally linked starts". (I say 'perhaps' for that because there is some chance I might get around to implementing that... but it isn't currently on the addenda.)
So ultimately I think something like PIG could work well alongside K-Mod.
As for BUG, it's a bit tricky... BUG (with BULL) already includes a few features not included in K-Mod, and the K-Mod "BUG" options already include some UI features that are not included in BUG proper. (eg. rapid unit cycling and simple [shift] selection.) -- and if I keep working on K-Mod UI feature and the BUG people keep working on BUG stuff, I guess it's likely that the features will diverge even further. But last time I looked there didn't appear to be much action on the BUG front anyway.
What are the changes?By the way, version 1.35 was uploaded a couple of minutes ago. (and I've already made a bunch of changes for the next version which I didn't include in v1.35 because I don't want to have to delay the update to test them all.)
Can you detail what are these conditions?Slightly tightened the conditions on when an AI team will offer itself as a vassal.
Adjusted many of the conditions on when the AI will choose to accept a vassal.
No.Has K-Mod or Better AI improved the AI's placement of forts? i.e. to place them at strategic choke or canal points? I'm asking to save the time of looking at the code myself.
If it has then I would like to merge those changes into my mod. If not then does anyone know of a mod that has?
Little bugs in K-Mod:
*The tech tree color yellow and white don't work
*The Era Window is misaligned to left
*If you enter in Civilopedia BEFORE start the game, in game it will don't work showing not SEVOPEDIA but standart civilopedia
*Regenerate map Freeze/Crash game
I just tested this a bunch of times, and worked correctly. It takes several seconds, and the game is unresponsive while it is running, but in my tests it always worked and never crashed. What exactly did you do to make it crash? And when you say 'freeze/crash', what exactly do you mean? Does Windows give a popup box saying that BtS has crashed? Does it vary? --- Is anyone else able to reproduce this crash
-If this works...I will be extraordinarily happy. I've grown tired of watching AIs voluntarily vassal early...and be PLENTY strong enough to compete on their own...only to remain vassaled to a team that almost grows weaker than the vassal as the game progresses.Taught the AI to free itself when it no longer wants to be a vassal.
I'm talking about inside de techtree, the layer below the box of technology...I don't know what you mean. What color settings are you talking about?
Sorry, a wrong report, is that delayed then I assumed that was frozen forever.I just tested this a bunch of times, and worked correctly. It takes several seconds, and the game is unresponsive while it is running, but in my tests it always worked and never crashed. What exactly did you do to make it crash? And when you say 'freeze/crash', what exactly do you mean? Does Windows give a popup box saying that BtS has crashed? Does it vary? --- Is anyone else able to reproduce this crash?
What do you mean by "doesn't work"? The colours are on the list, and they can be selected, it doesn't cause the game to crash or anything like. And when they are selected, they look more or less as I'd expect them to.The tech tree color yellow and white don't work.
...
I'm talking about inside de techtree, the layer below the box of technology...
Probably will not be added.As for the hidden attitude I wonder the category is: never be added or maybe one day
Change log
[*]Slightly tightened the conditions on when an AI team will offer itself as a vassal.
I agree that the grassland river farm is unambiguously a better plot to work in this case; and so the governor is wrong. But unfortunately, this particular case is difficult to fix (in fact, I don't intend to try to fix it). The problem is that the hills plot actually provides more hammers... it provides 3.5For my current game I updated to 1.35 early on, and I've noticed some interesting plot selection choices from my governors. In Gondar, while I build a worker the governor likes the 1/2/0 grassland hill forest, while the 3/0/1 grassland river farm is better.
When evaluating GPP points from specialists, it does indeed take into account the cities total GPP rate relative to your other cities; and so it will be less likely to pick specialists if there's essentially no chance of that city ever getting a great person. But when I load your save in my current version of K-Mod, it actually chooses the 1/2/1 plot anyway. (The engineer is being used when I load the save, but if I reautomate the citizens, or change production to something else and then back to the worker, the engineer is removed.) So.. maybe it's just some temporary quirk that caused the engineer to stack there, or maybe I've changed something between 1.35 and my current version which makes it prefer the plot again.In Aksum, also building a worker, the governor prefers a (0/2/0) engineer over a 1/2/1 tile. I like the AI's choice here, although it is debatable. The worker completes in the same number of turns with the engineer, and the GPP stacks with the two wonders' GPP. A Great Engineer would probably be more useful than Great Prophet at this stage. Does the governor take the other GPP into account in its decision to run the specialist?
BTW, I tried to revert to 1.34 to see what the governors would do there, but the game attached would not load in that version.
The pickle stuff basically determines how the data is saved, right? So I suppose the effect of that inconsistency would be that the customizable domestic advisor saves stuff slightly differently to the other bug data. I don't expect it would matter much - as long as it uses the same routines to load as it does to save.hey karadoc,
i was just looking at pickle in a mod merge and noticed that in k-mod, while BugData.py uses cpickle, CvCustomizableDomesticAdvisor.py doesn't. any use to you or pointless info?![]()
I suppose you're talking about the functions to block the python callbacks rather than the callbacks themselves, right? (eg. getUSE_DO_COMBAT_CALLBACK is used to decide whether or not the combat callback should be used.)@karadoc:
The vanilla python callbacks have not been changed to follow the same structure than those added by you. Is there any reason for that?
Not all those functions are used by the exe (in COL for ex, all callbacks below Finish_Text were being called by the exe at some point but not the others), so you could safely change them to be inline, etc.