Hello there noto2,
I do still tinker with K-Mod - but I haven't been making any significant progress lately. I'm not programming for anyone else either. I'm not really doing anything at all.
@Gamer999 the problem of the AI using the wrong units to clear away invaders is a difficult problem to solve. The reason it happens is that the AI's decision making process basically just involves them cycling through each of their units one by one and looking for the best thing that the unit could do. There are very few circumstances where the AI will take into account what its other units are doing. It just looks for the best thing each individual unit could do.
So, if the AI is trying to decide what to do with a war elephant, they might see a spearman and think "well, my attack odds aren't too bad - and I really want to get rid of that spearman. So I'm going to attack." They don't look to see if there is some other unit who could do a better job.
This is behaviour is due to a flaw in the system; and that flaw causes other problems too. I think the best way to solve it would be to completely rewrite the AI so that instead of cycling through each unit and asking "what should this unit do", it instead should create a list of objectives and then cycling through the objectives and ask "which unit (if any) should do this". (Although, such a system would have other problems...)
Anyway, the upshot is that this kind of problem is difficult to completely fix. I don't intend to make any major structural changes to fix it, because I don't think it would be worth it (and it might not work well anyway) - but I might be able to make some tweaks to make it
less likely for the AI to make mistakes like that.
As for the scaling of global warming. I'm not certain what you mean about it becoming 'unplayable'. Do you mean that global warming becomes extremely strong well before the end of the game? If you have some particular example of a map / settings combination where this happens, I'd like for you to post about it in the
GW feedback thread. Regardless of whether or not there's an option to turn GW off, I'd like for it to work properly on all maps! And as for having an option to turn it off... does anyone happen to know if it's possible to add / change the available options in the custom-game settings screen independently of all custom maps? In particular, is there some way I could add a new dropdown menu to control the strength of global warming; and change the multiplayer options so instead of a checkbox for 'simultaneous turns', there's a dropdown menu with 3 options (sequential, simultaneous, and a new
semi-simultaneous option)? - If this stuff can be added to the general game options (not the map settings) then I might implement it... but otherwise I don't think there is a suitable place for a 'no GW' option.
@groovydude49 That BM file needs to be unzipped into the K-Mod Assets folder, so that it looks something like this:
C:\games\Civilization 4 Complete\Beyond the Sword\Mods\K-Mod\Assets\BM tiles.FPK. Note that the thing you downloaded is compressed using 7-Zip. You have to extract the .FPK file to use it, and to do so, you'll need
7-Zip.
@Lone Wolf, the AI probably does raze cities too often if it is trying to win - but it happens to be one of the ways that the AI shows its personality... ie. each AI leader has a 'Raze City Probability' which determines how likely that leader is to raze a city. This is a feature carried over from the original BtS AI. In K-Mod, the AI does an evaluation of the city before deciding whether or not to raze it, and so it generally won't raze really good cities - but still, some AI leaders are likely to raze a lot of cities whereas some other AI leaders will keep most cities.
As I said, I don't think the AI has great strategy in this area, but I don't think it's a big deal and so I've think it's ok to let the AI keep that kind of personality trait. (I think it's good that different AI leaders behave in different ways, even if it means some AI leaders aren't as likely to win as others.)