Ive been testing this verison in MP as well as in SP games...
I noticed something about the Great Generals "born" in AI cities....
they dont do anything but sit in the cities! They can be python coded to do more... but that may mess up MP and AI play...
so I offer my alternative
@fitchn: I remember you posting in response to my question (Post #77)
fitchn said:
I am aware of what is causing the error. I added the UNITAI_GENERAL and UNITAI_AGRICULTURALIST attributes to the new great people (of the same name) as a placeholder to program how the AI should handle them. The particular error that is coming up when the game is first loaded is because these UNITAI's have not been defined in the CIV4BasicInfos.xml file. However, these attributes are hardcoded into the game; If I attempt to add them to this file, the game gets a fatal error and crashes. I will not be able to add these in properly until the SDK is released; I will be pulling these out of the files until then for the next release. As I've mentioned before, the game will essentially ignore these tags since they are not defined; as such, the error has no affect on the gameplay or stability of the mod in any way!
in the earlier version you said to ignore the errors... in this one you coded it this way: (CIV4UnitInfos.xml)
<Class>UNITCLASS_GENERAL</Class>
<Type>UNIT_GENERAL</Type>
...
...
<DefaultUnitAI>NONE</DefaultUnitAI>
...
...
<UnitAIs>
<UnitAI>
<UnitAIType>NONE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
...
...
In the earlier version (to avoid the error msg on start up) I followed TheLopez and Snaitf's format (in their respective GG mods) and changed the tags to:
UNITAI_SCIENTIST
of course this does not solve the problem of "hardcoded" issues (basically no AI set up for the GG or GAg)
However I did find out that with the
UNITAI_SCIENTIST tag the AI will use the GGs (building a Military Academy or such) as opposed to letting the GG sit in the city and do nothing
since this AI tag is already in the "vanilla" version... it probably lets the AI use the GG to discover (or help discover) a technology and/or make the GG a Great Specialist in that particular city...
Again this is not perfect... but it levels the playing field so that the AI can utilize the GG as the other great specialists... when born in a city...
Im sure this happens with the Great Agriculuralist... but I havent witnessed many GAg in AI cities...
Unlike GGs, which I see a lot of in AI cities (probably because of my custom buildings/wonders made specifically for GG coinage allow for more GGs to be born!

)
so Fitchn my suggestion is change the tags in your next release!
NOTE: I changed the tags already in my copy of the mod (as well as my bros) so we will report to you if there is any problems with the changes
PS so far no MP issues and we've been playing normal speed, with the year at 1240 AD
Again this is only a suggestion, take it as you will and I wont be offended if you dont use it
If someone else can report differently on my observations or prove me wrong...please post your own observations!
