Brian Shanahan
Permanoob
Is your mod folder called "More Naval AI"? I assume FfH 0.41o does run fine?
Lfgr (or is that Ifgr?), the answer would be yes to both.
Is your mod folder called "More Naval AI"? I assume FfH 0.41o does run fine?
I've been very busy with work so I have not had much time for modding, and don't expect to have much time for bug testing in the next two weeks, but have just about finished merging this update with MagisterModmod now. I think the only thing left is making the new AI code take into account all the changed prerequites and effects of some spells in my modmod.New release: mnai-2.9u.
Should be compatible with the 2.9-beta3u savegames.
Download setup
Download archive
Highlights of this release:
- The Customizable Domestic Advisor (CDA) now works properly. You can activate it in the BUG options (you need to restart civ to actually activate it). The CDA allows arranging columns and saving and loading settings. The (now functional) tooltips should explain its usage.
- If the Revolution gameoption is activated, the new "Revolution" page of the CDA that shows the stability modifiers in each of your cities. There is much more detail available here than in the old Revolution advisor. Please note that this is WIP and not very polished yet. The revolution tooltip in the city screen and the old Revolution Advisor are largely unchanged, but I plan to replace both in the long run.
- I also simplified many of the stability effect calculations. I tried to restrict myself to simplifications that are necessary to (even roughly) explain the effects in a tooltip, and other things that I considered no-brainers. Please see the changelog for more details. I tried to keep balance largely the same, and, in doubt, tried to err on the side of caution (so, if anything, keeping cities stable could be slightly easier now). I do plan to rework the Revolutions component further, and I will make a separate post soon where you can read and comment on my ideas.
- I made three gameplay changes: Illians can now build workshops on snow; the Clairone (Harpy) event has it's frequency reduced considerably; and the inquisition spell no longer removes wonders (but still removes temples).
- I implemented several small UI improvements, notably, the civ pedia pages now show more information such as unique spells and civics.
- Finally, I fixed several AI bugs and rewrote AI terraforming. You also should be able to automate your terraformers now.
For a full changelog, see the file mnai_changelog.md included in the download or here.
Thanks everybody for bug reports, discussion and contributions.
All of my tooltips can be disabled in the BUG options (FfH Tab).I notice that many spells now have tooltips very similar to the ones I added in python, but they are not quite as useful and having both seems rather redundant. My python tooltips for Summons also list the perks the summoned units get from their summoner's promotions. My tooltips for buildings name the city, and color code whether it is being added or removed. I have tooltips for removing promotions as well as adding them, and most importantly my tooltips for adding/removing promotions list which units will be effected. Often the most important thing I want to see in a mouseover when deciding what spell to cast is whether the spell would provide a buff promotion for only one unimportant unit or whether if could buff dozens of them. I'd love to have a faster more efficient xml/C++ DLL code that still gives such info.
I'll investigate that, thanks.Also, I notice that I can still sometimes cast spells like Bless even when there do not seem to be any eligible units to receive the promotion. I'm not sure that the code for spelling that add promotions is checking whether the units have other promotions that make them immune to the promotions in question.
I simply use pCity.getName() there, so I don't think it has to do with city name order. I'll investigate that, too. A quick fix would be to simply replace "%s1" with "a city" a the end of the playerCityLost in python/Revolution/RevEvents.py.I noticed that when I lost a city I got a message about how loosing the city caused a reduction in stability, but it gave the name of the wrong city. The city it names was quite safe on the opposite end of my empire, far from any enemies. The city I lost was one I had given a custom name based on the nearest unique feature. I also have some code in my modmod that randomizes the order of the names given to each city, as I just don't like the game always giving city names in the exact same order. I'm thinking I remember seeing some of your code that looks up city names based on that list which probably assumes the names were applied in order, while I think it really ought to check the actual name of the city.
Not sure if I understand you correctly. The Fall Further version still says 1.07 at the top of the script? That could just mean that they didn't list their changes in the script header.The script is allegedly 1.07+ for both mods and the only marked change for this mod's version was to fix some errors; yet none of those options appear. Why is that?
Yes, it turns out they didn't label any changes in the header. I got confused when I glanced at it last night and saw a tuning variable SoftenPeakPercent in the header for both versions, but that appears to merely be a manual permanent option change for the user to leave in the file. The CustomMapOptions for all those are only in the Fall Further version.Not sure if I understand you correctly. The Fall Further version still says 1.07 at the top of the script? That could just mean that they didn't list their changes in the script header.
I'll make a note to check their changes and see what could be ported to MNAI-U.
As an alternative to doing that work, how about including the Terkhen version with MapScriptTools.py? https://forums.civfanatics.com/threads/mapscripttools.540261/I'll make a note to check their changes and see what could be ported to MNAI-U.
This is because there is a bug when you put the Infernal Grimoire back into a city it gives you another free technology. AFAIK that bug has never been fixed so there has never been made a way to put back or move from one city to another that particular wonder. It is frustrating for sure if you accidently pick it up.1. The Infernal Grimoire "Great Wonder" cannot be rebuilt after using the "Take Infernal Grimoire" Spell, as only the "Read the Grimoire" Spell is made available to the Unit with the "Infernal Grimoire" Effect. The entry in the Sevopedia and code would both seem to indicate that you should be able to build the Infernal Grimoire "Great Wonder" using the "Infernal Grimoire" Item, but it appears that this function is actually tied to the "Infernal Grimoire" Unit, which only appears when the caster of the "Read the Grimoire" spell is killed and because the Unit is not allowed to cast spells due to its type it cannot build the Infernal Grimoire despite that its description says it "Can Build the Infernal Grimoire."
If you don't mind a suggestion, I would recommend either creating a 2nd spell exactly like the original Pirate cove spell but only usable by barbarian instead of only Lanun or if possible edit the original spell to be only usable by Lanun and barbarian.I think that this issue though might be caused by a change I made to the Pirate Cove spell. I made it so that instead of requiring the Workboat unit type and the Lanun civilization, it could be used by any Naval units with Seafaring (except heroes or those carrying cargo). I have it so that unguarded Pirate Coves/Harbors/Ports generate barbarian ships with Seafaring which could then go on to make more Pirates Coves that generate more barbarian ships, largely as a way to give hidden nationality Lanun pirate ships more plausible deniability. I might need to rethink the mechanic if it stops anyone but the Lanun from using workboats though.
TERRAIN_COAST also changes the plot type to water, and there is no temporary plot type. This behavior specifically is surely not intentional, but I'm not keen on adding temporary plot type, it's some work and probably not worth the problems it might bring.Using pPlot.setTempTerrainType(gc.getInfoTypeForString('TERRAIN_COAST'), iRnd) on a land tile seems to permanently changes the tile to coast rather than setting any sort of temporary terrain. Is this intentional, in order to prevent some AI issues or crashes related to land turning to water or vice versa?
(I was trying to see how a Water Affinity Channeling IV spell that changes land to water would work, although I wasn't sure I'd keep it that way as I vaguely recall some crashes in the past.)
Only the Lanun AI seems to able to use Workboats. AI or Automated Workboats owned by any player but the Lanun are just moving to places where the Lanun would be able to build Pirates Coves and staying there. I often find large stacks of workboats and a lot of unimproved coastal resources nearby.
I think that this issue though might be caused by a change I made to the Pirate Cove spell. I made it so that instead of requiring the Workboat unit type and the Lanun civilization, it could be used by any Naval units with Seafaring (except heroes or those carrying cargo). I have it so that unguarded Pirate Coves/Harbors/Ports generate barbarian ships with Seafaring which could then go on to make more Pirates Coves that generate more barbarian ships, largely as a way to give hidden nationality Lanun pirate ships more plausible deniability. I might need to rethink the mechanic if it stops anyone but the Lanun from using workboats though.
Why not? Is the AI code for this located in the dll or python?A second spell currently wouldn't work, the AI can only be configured to use a single spell.