notque
Artificially Intelligent
- Joined
- Nov 13, 2005
- Messages
- 1,683
FfH2 Minor Leader Mod Version 2 for Patch Y
You will need to copy your ffh directory again when you install. The option to copy your ffh directory is checked on by default in the installer.
Changelog For Version 2
1. Growth Control fixed. Now functional. Not ideal, I want Growth Control for the AI turned on by default. When I had a screwed up install of Growth Control and it was on by default (as in 1.8) the AI performs much better. I like that.
2. Added a bunch more Xienwolf tweaks including more aggressive Barbarians. This is causing 2 problems. Orthus is much more... determined. Intelligent. And thus, if he wins a few battles I've seen him kill the whole continent. I've tried to deal with this by increasing defenses in AI cities, and putting a higher priority on Archery. It's done some good. The Guardians of Pristine Pass are also more vicious.
3. Tons of changes to the Tech AI. The most interesting one at the moment involves second and third tier religious techs.
My current implementation is, If you gain a religon, and adopt it, you have a 10% chance to learn it's second tier religous tech. So gain OO, adopt it, and the AI has a 10% chance to go after Mind Stapling.
Now, this isn't exactly true since there are other techs ahead of it in line. Less than 10%, but it's there to push the AI that adopts a religon to use it.
If the AI has the Spiritual trait, that percentage jumps to 25%.
I meant to add a founding percentage in there too, but I haven't yet.
4. In a previous version I made the AI build no scouts. I loved the change, until I watched their workers being eaten by Spiders. The last straw was when I watched a City found on a spider, and go the whole game like that with no issue.
So, the AI can have up to 2 scouts.
5. Currently I'm testing a block of building a settler after 4 cities with the AI unless they have 100 gold. They are still taking tons of cities, so it isn't really doing what I wanted.
6. Fixed some errors in a lot of places. I'm having an error free, CTD free game right now.
7. Changed settling logic to go to an island before taking a really bad spot on their current land mass. I had put in a check that they'd favor their land mass, but why make them build in the ice first?
8. I've made it so that High Experience units and Heros will not attack if in a group unless they have 93% odds of winning. Otherwise, they sacrifice others in the stack.
9. I've changed some more of the Naval AI. It's improved I think. I still need to add a shadow escort to picking up stranded units. If at war would be best.
10. Put some blocks on buildings if in a land war. No wonders (unless close to finish). No health buildings.
I watched the AI at war for 100 turns, and yet never build a unit. Too focused on pretty buildings while their cities crumbled. No more.
They may die, but they'll be building units to go down fighting.
11. Put a limit on workers the AI can build. The AI is really screwed up with this lumbermill on every forest deal. I was going to try and fix it, but xienwolf said he would work on it soon, and I trust that will be better than what I come up with. Since I want to merge to fall further at some point, it makes sense if he focuses on that I can just use it.
12. Fixed Utiruso's death popup
13. Added more Text Keys and Diplo Text
14. Fixed Projects to not be built until 2 cities exist. (need to make some check for OCC)
15. Fixed a couple random Python errors
16. rewrote DOW XML for Minor Leaders
17. Allowed production overflow for the AI
18. Kuriotates will build cities further apart, and ignore settlements while building cities.
19. Improved AI use of magic a bit
20. Made immortal units more likely to go attack. Once they lose immortal, they pull back and try to stay alive like normal Heros
21. Removed City Defense from several heros. Their unitai will change based on experience
22. Removed negative research rate for minor trait. Increased negative culture rate. You already only have 1 trait, that's enough of a negative. (to deal with Barbarian Trait again)
23. Added all death popups missing.
24. The AI workers will now chop down forests.
Changelog for Previous versions
v1.8 patch Y
1. Merged Snarko's Improved AI Diplomacy and Several sea AI changes (not all)
2. Fixed invasion AI
3. AI now builds more boats
4. AI will now remove Pirate's Hidden Nationality to use for escorting cargo
5. Emma given Opportunistic Trait
6. Esirce's playstyle is now based off an Anarchist Philosopher
7. Emma and Duin are the only 2 leaders that can build Duin if they are in the game. Otherwise, anyone can.
8. Tech AI changed some more.
9. AI all around improved in a variety of ways.
10. New Diplo Text
11. Added Growth Control from Jean Elcard
v1.7 patch Y
1. Gave escort unitai to Pirates
2. Increased cargo space on all ships by 1.
3. Merged the Better AI mod version 6.0 http://forums.civfanatics.com/forumdisplay.php?f=245
4. Merged Xienwolf's tweaks from Fall Further
5. Improved tech AI
6. Added new traits - Dominant, Opportunistic
7. Fixed a bug with the charismatic trait.
8. Added new diplo text.
9. Replaced the image for Lorelei.
v1.6 Minor Leaders Mod Patch V
1. Removed Treacherous from Poisons. Volanna now starts with Treacherous
2. Changed Traits for Mordmorgan, now Financial
3. Made Death popups for Minor Leaders
4. Added Emma to Doviello (Minor / Agnostic / Philosophical)
5. Added Prime Minister Esirce to Grigori (Minor / Agnostic / Tolerant)
6. Added New music for Duin and Emma (Emma credit Loocam)
7. Improve Tech AI and added Flavors to some Minor Civs
8. Added Civolopedia entries for Kane / Esirce / Athel / Goodreau (credit KillerClowns / Korias / KingofLands)
9. Split out GameTextFile to keep all MinorLeaderMod txt keys separate.
10. Changed Braeden's Flavor to improve early defenses before Samhain
11. Added Feral Trait for Duin. Changed Duin's Traits to Minor/Feral. Feral allows animal and beast capturing for all recon and melee.
12. Removed scout building from AI. This will allow them to last longer in the game, and build more durable units. Higher recon line is not affected. Human players will still be able to build scouts.
Changelog for older patches
1. Fixed Problem with CATACOMB_LIBRALUS and other building based criteria. Tabbing was off.
2. Added Infernal Leaders. Now when you build the demonic pact project you will Randomly get an Infernal leader. The Heros are the same unit, but weaker. (Credit MagisterCultuum)
3. a. Minister Koun Playable Leader for Grigori
b. Magic Resistance gained from building 1st Alter of Lunnatar, will not lose Minor Trait. Can't gain Ingenuity and Magic Resistance, one or the other.
c. Only non-infernal leaders can spawn more infernals. If Infernal leaders are allowed, you are getting all 7 pretty quick.
4. a. Added a ton of new Minors leaders
b. Complete trait overhaul
c. World text notifications for gaining minor trait
d. Illusionist Trait and Protective Trait added.
5. a. Added New Traits Swashbuckler and Treacherous
b. AI tech beelines edited
c. Removed barbarian from Minor Leaders
d. Added option to decline a trait.
e. Changed Minor to -3% negative research, and +25 upkeep modifier
f. Removed expansive for population growth.
g. Added tons of new trait criteria based on technology. See 3rd post for details
h. Now a percentage chance to get 2 traits instead of 1.
Start with a Minor Leader, You will have the Minor Trait.
Complete one of several Criteria, You will lose the Minor Trait, and gain the trait that matches the Criteria. You can choose to decline the Trait.
The Criteria is organic. Just play however you want, and you'll get delt a trait based on your actions.
Credits:
You will need to copy your ffh directory again when you install. The option to copy your ffh directory is checked on by default in the installer.
Changelog For Version 2
Spoiler :
1. Growth Control fixed. Now functional. Not ideal, I want Growth Control for the AI turned on by default. When I had a screwed up install of Growth Control and it was on by default (as in 1.8) the AI performs much better. I like that.
2. Added a bunch more Xienwolf tweaks including more aggressive Barbarians. This is causing 2 problems. Orthus is much more... determined. Intelligent. And thus, if he wins a few battles I've seen him kill the whole continent. I've tried to deal with this by increasing defenses in AI cities, and putting a higher priority on Archery. It's done some good. The Guardians of Pristine Pass are also more vicious.
3. Tons of changes to the Tech AI. The most interesting one at the moment involves second and third tier religious techs.
My current implementation is, If you gain a religon, and adopt it, you have a 10% chance to learn it's second tier religous tech. So gain OO, adopt it, and the AI has a 10% chance to go after Mind Stapling.
Now, this isn't exactly true since there are other techs ahead of it in line. Less than 10%, but it's there to push the AI that adopts a religon to use it.
If the AI has the Spiritual trait, that percentage jumps to 25%.
I meant to add a founding percentage in there too, but I haven't yet.
4. In a previous version I made the AI build no scouts. I loved the change, until I watched their workers being eaten by Spiders. The last straw was when I watched a City found on a spider, and go the whole game like that with no issue.
So, the AI can have up to 2 scouts.
5. Currently I'm testing a block of building a settler after 4 cities with the AI unless they have 100 gold. They are still taking tons of cities, so it isn't really doing what I wanted.
6. Fixed some errors in a lot of places. I'm having an error free, CTD free game right now.
7. Changed settling logic to go to an island before taking a really bad spot on their current land mass. I had put in a check that they'd favor their land mass, but why make them build in the ice first?
8. I've made it so that High Experience units and Heros will not attack if in a group unless they have 93% odds of winning. Otherwise, they sacrifice others in the stack.
9. I've changed some more of the Naval AI. It's improved I think. I still need to add a shadow escort to picking up stranded units. If at war would be best.
10. Put some blocks on buildings if in a land war. No wonders (unless close to finish). No health buildings.
I watched the AI at war for 100 turns, and yet never build a unit. Too focused on pretty buildings while their cities crumbled. No more.
They may die, but they'll be building units to go down fighting.
11. Put a limit on workers the AI can build. The AI is really screwed up with this lumbermill on every forest deal. I was going to try and fix it, but xienwolf said he would work on it soon, and I trust that will be better than what I come up with. Since I want to merge to fall further at some point, it makes sense if he focuses on that I can just use it.
12. Fixed Utiruso's death popup
13. Added more Text Keys and Diplo Text
14. Fixed Projects to not be built until 2 cities exist. (need to make some check for OCC)
15. Fixed a couple random Python errors
16. rewrote DOW XML for Minor Leaders
17. Allowed production overflow for the AI
18. Kuriotates will build cities further apart, and ignore settlements while building cities.
19. Improved AI use of magic a bit
20. Made immortal units more likely to go attack. Once they lose immortal, they pull back and try to stay alive like normal Heros
21. Removed City Defense from several heros. Their unitai will change based on experience
22. Removed negative research rate for minor trait. Increased negative culture rate. You already only have 1 trait, that's enough of a negative. (to deal with Barbarian Trait again)
23. Added all death popups missing.
24. The AI workers will now chop down forests.
Changelog for Previous versions
Spoiler :
v1.8 patch Y
1. Merged Snarko's Improved AI Diplomacy and Several sea AI changes (not all)
2. Fixed invasion AI
3. AI now builds more boats
4. AI will now remove Pirate's Hidden Nationality to use for escorting cargo
5. Emma given Opportunistic Trait
6. Esirce's playstyle is now based off an Anarchist Philosopher
7. Emma and Duin are the only 2 leaders that can build Duin if they are in the game. Otherwise, anyone can.
8. Tech AI changed some more.
9. AI all around improved in a variety of ways.
10. New Diplo Text
11. Added Growth Control from Jean Elcard
v1.7 patch Y
1. Gave escort unitai to Pirates
2. Increased cargo space on all ships by 1.
3. Merged the Better AI mod version 6.0 http://forums.civfanatics.com/forumdisplay.php?f=245
4. Merged Xienwolf's tweaks from Fall Further
5. Improved tech AI
6. Added new traits - Dominant, Opportunistic
7. Fixed a bug with the charismatic trait.
8. Added new diplo text.
9. Replaced the image for Lorelei.
v1.6 Minor Leaders Mod Patch V
1. Removed Treacherous from Poisons. Volanna now starts with Treacherous
2. Changed Traits for Mordmorgan, now Financial
3. Made Death popups for Minor Leaders
4. Added Emma to Doviello (Minor / Agnostic / Philosophical)
5. Added Prime Minister Esirce to Grigori (Minor / Agnostic / Tolerant)
6. Added New music for Duin and Emma (Emma credit Loocam)
7. Improve Tech AI and added Flavors to some Minor Civs
8. Added Civolopedia entries for Kane / Esirce / Athel / Goodreau (credit KillerClowns / Korias / KingofLands)
9. Split out GameTextFile to keep all MinorLeaderMod txt keys separate.
10. Changed Braeden's Flavor to improve early defenses before Samhain
11. Added Feral Trait for Duin. Changed Duin's Traits to Minor/Feral. Feral allows animal and beast capturing for all recon and melee.
12. Removed scout building from AI. This will allow them to last longer in the game, and build more durable units. Higher recon line is not affected. Human players will still be able to build scouts.
Changelog for older patches
1. Fixed Problem with CATACOMB_LIBRALUS and other building based criteria. Tabbing was off.
2. Added Infernal Leaders. Now when you build the demonic pact project you will Randomly get an Infernal leader. The Heros are the same unit, but weaker. (Credit MagisterCultuum)
3. a. Minister Koun Playable Leader for Grigori
b. Magic Resistance gained from building 1st Alter of Lunnatar, will not lose Minor Trait. Can't gain Ingenuity and Magic Resistance, one or the other.
c. Only non-infernal leaders can spawn more infernals. If Infernal leaders are allowed, you are getting all 7 pretty quick.
4. a. Added a ton of new Minors leaders
b. Complete trait overhaul
c. World text notifications for gaining minor trait
d. Illusionist Trait and Protective Trait added.
5. a. Added New Traits Swashbuckler and Treacherous
b. AI tech beelines edited
c. Removed barbarian from Minor Leaders
d. Added option to decline a trait.
e. Changed Minor to -3% negative research, and +25 upkeep modifier
f. Removed expansive for population growth.
g. Added tons of new trait criteria based on technology. See 3rd post for details
h. Now a percentage chance to get 2 traits instead of 1.
Start with a Minor Leader, You will have the Minor Trait.
Complete one of several Criteria, You will lose the Minor Trait, and gain the trait that matches the Criteria. You can choose to decline the Trait.
The Criteria is organic. Just play however you want, and you'll get delt a trait based on your actions.
Credits:
Spoiler :
Kael and FFH Team for creating an amazing mod
Xienwolf for Fall Further Tweaks, help with coding
Better AI Mod Team
Snarko for Snarko's options mod Sea AI, Diplomacy AI, and Religion Spreading slowdowns.
Orbi Mod for Pillaging Mission
Vehem for help with coding and ideas for gaining traits
MagisterCuultum for Infernal Leaders mod code
Loocam for Emma (Doviello minor leader) and Duin/Emma music
Phnx0221 for great ideas, pictures, coding
Killer Clowns for Prime Minister Esirce, Kane, and Furia civilopedia entries
King of Lands for Athel civilopedia entry
Korias for Goodreau civilopedia entry
Images: JAE Studios, Justin Sweet, Pen-Paper.net, Greg Staples
Xienwolf for Fall Further Tweaks, help with coding
Better AI Mod Team
Snarko for Snarko's options mod Sea AI, Diplomacy AI, and Religion Spreading slowdowns.
Orbi Mod for Pillaging Mission
Vehem for help with coding and ideas for gaining traits
MagisterCuultum for Infernal Leaders mod code
Loocam for Emma (Doviello minor leader) and Duin/Emma music
Phnx0221 for great ideas, pictures, coding
Killer Clowns for Prime Minister Esirce, Kane, and Furia civilopedia entries
King of Lands for Athel civilopedia entry
Korias for Goodreau civilopedia entry
Images: JAE Studios, Justin Sweet, Pen-Paper.net, Greg Staples