New release: mnai-2.9-beta2u.
Should be compatible with 2.9-beta1u savegames.
Thanks a lot for all the bug reports and discussion.
Download setup
Download archive
This is the first time I made AI changes, mainly based on reports in this thread:
Let me know if there are any problems.
Otherwise, there are some fixes and tweaks as always. Also, there is now a BUG option to remove player death popups; this is especially useful in Revolutions, were players die all the time.
For a full changelog, see the file mnai_changelog.md included in the download or here(unfortunately, notabug.org doesn't render some of it correctly).
I thought I'd also sketch my plans for the next version(s). These things will also affect ExtraModMod and (probably) MagisterModMod.
Of course, I still have a long (and evergrowing) list of small bugs, possible interface improvements and MagisterModMod requests that I'm slowly, but steadily working through. Nothing particular exciting here.
On thing that requires a bit more work (and, crucially, larger contiguous chunks of free time) is the problem of the overflowing SoD help text discussed above. I plan to tackle this for the next version, but no promises.
Finally, I want to slowly go through the revolutions mod to make it more transparent and fitting for FfH. The first step is making a new advisor that is at least more clear than the previous one.
My original plan was to first make the current calculations (for local instability) transparent with tooltips in the new advisor, and then iteratively tweak them. However, the calculations are way too complicated to be displayed like this. As such, I will only make a rudimentary advisor (that shows e.g. that you get +2 instability from unhappiness, but not how it is calculated), and then revamp the whole system. I will make a post with my plans at that stage, so that interested people can discuss.
After local and global stability is revamped, I want to continue to tweak other stuff. For example, in my last game there was a revolution that seemed to receive exclusively scouts, while way better units where already available. Again after that, it would be nice to adapt the whole process better to FfH lore (custom messages, leaders, ...). But all that is for the distant future.
One more thing: From time to time I have to add new texts to the game, obviously in English, and sometimes I also add a Spanish translation. I'm not a native speaker of either language, though; so if you are and you see any weirdly worded phrase, feel free to post here.
Should be compatible with 2.9-beta1u savegames.
Thanks a lot for all the bug reports and discussion.
Download setup
Download archive
This is the first time I made AI changes, mainly based on reports in this thread:
- AIs now build way less forts in unowned territory and should be a bit better at guarding them.
- There is some emergency code that makes the AI guard it's only city better, if it only has one. This should reduce the number of early player kills due to barbarians. The AI seem still a bit too reckless when exploring lairs.
Let me know if there are any problems.
Otherwise, there are some fixes and tweaks as always. Also, there is now a BUG option to remove player death popups; this is especially useful in Revolutions, were players die all the time.
For a full changelog, see the file mnai_changelog.md included in the download or here
I thought I'd also sketch my plans for the next version(s). These things will also affect ExtraModMod and (probably) MagisterModMod.
Of course, I still have a long (and evergrowing) list of small bugs, possible interface improvements and MagisterModMod requests that I'm slowly, but steadily working through. Nothing particular exciting here.
On thing that requires a bit more work (and, crucially, larger contiguous chunks of free time) is the problem of the overflowing SoD help text discussed above. I plan to tackle this for the next version, but no promises.
Finally, I want to slowly go through the revolutions mod to make it more transparent and fitting for FfH. The first step is making a new advisor that is at least more clear than the previous one.
My original plan was to first make the current calculations (for local instability) transparent with tooltips in the new advisor, and then iteratively tweak them. However, the calculations are way too complicated to be displayed like this. As such, I will only make a rudimentary advisor (that shows e.g. that you get +2 instability from unhappiness, but not how it is calculated), and then revamp the whole system. I will make a post with my plans at that stage, so that interested people can discuss.
After local and global stability is revamped, I want to continue to tweak other stuff. For example, in my last game there was a revolution that seemed to receive exclusively scouts, while way better units where already available. Again after that, it would be nice to adapt the whole process better to FfH lore (custom messages, leaders, ...). But all that is for the distant future.
One more thing: From time to time I have to add new texts to the game, obviously in English, and sometimes I also add a Spanish translation. I'm not a native speaker of either language, though; so if you are and you see any weirdly worded phrase, feel free to post here.

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