[MOD] More Naval AI

Is this compatible with Rise from Erebus?

I'd like to use it as I've been hoping the AI would use fleets better. Obviously someone answered my wish!
 
I installed this yesterday and was able to play fine for awhile, but then Civ crashed and has been crashing every time I try to open any of the saved game files from my current scenario (the black tower), including the autosave from the very beginning of the game. I've attached same saves; haven't tried starting over yet.

(Ah sonfabeast...I lost my autosaves because I opened the scenario screen :mad: Oh well, here are some other saves.)

edit: Trying to start over from any scenario crashes. I have FF2, FF2 blue marble and More Naval AI installed. Going to try taking out the naval AI.

Further edit: Appears the mod is causing my game to crash period. It works after removing the Naval AI :(

ANOTHER EDIT: The thing has just stopped working. I reinstalled FFH2 and media pack and o patch and it's just borked. I can't load any of the scenarios so it probably has nothing to do with the mod.
 

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I installed this yesterday and was able to play fine for awhile, but then Civ crashed and has been crashing every time I try to open any of the saved game files from my current scenario (the black tower), including the autosave from the very beginning of the game. I've attached same saves; haven't tried starting over yet.

(Ah sonfabeast...I lost my autosaves because I opened the scenario screen :mad: Oh well, here are some other saves.)

edit: Trying to start over from any scenario crashes. I have FF2, FF2 blue marble and More Naval AI installed. Going to try taking out the naval AI.

Further edit: Appears the mod is causing my game to crash period. It works after removing the Naval AI :(

ANOTHER EDIT: The thing has just stopped working. I reinstalled FFH2 and media pack and o patch and it's just borked. I can't load any of the scenarios so it probably has nothing to do with the mod.

Ditch blue marble, and stay away from the scenarios. Both of those are known to be rather borked, unfortunately.
 
don't use the scenario screen, open them from the file instead. they should be in assets/xml/scenarios. just check the right order to do them :D
 
What exactly is the minor puppet leader code in CvPlayer.cpp for?

It seems to delegate the task of choosing a leader for the puppet state to a python function. That function ends up calling the same function that chooses leaders for revolutions. It makes sense to me to keep a single function for both features. The python code also takes care of preferring FFH2 minor leaders over the normal ones when choosing a leader for a puppet state or a revolution.
 
It seems to delegate the task of choosing a leader for the puppet state to a python function. That function ends up calling the same function that chooses leaders for revolutions. It makes sense to me to keep a single function for both features. The python code also takes care of preferring FFH2 minor leaders over the normal ones when choosing a leader for a puppet state or a revolution.

Exactly that.

However, it's not called in getPuppetLeaders(), which is only called in canMakePuppet(). I maybe have to look into that.
 
Exactly that.

However, it's not called in getPuppetLeaders(), which is only called in canMakePuppet(). I maybe have to look into that.

I can still make contact with the civ. Can other civs make contact with the civ as well? In addition, I like the AI addition to puppet states. :goodjob:
 
re: Poor settling choices for the AI

I agree that the AI code for founding new cities needs a lot of work (and if you look at the tracker you'll see that I have a couple of bugs entered for this issue).

But, a lot of trouble also stems from the mapscripts themselves. First off, the 'Flavor' options in the Erebus mapscripts is just awful. Placing Clan players in Jungle starts and Doviello in Tundra starts is really not helpful. Secondly, these mapscripts also tend to try and clump all the players together in the same area, which often results in civs starting right next to each other (I started a game last night with ErebusWorld in which no less than 4 other civs were within 10 squares of my starting spot!)
 
yeah, ErebusContinent and WorldofErebus are not really meant to be balanced. it's not that they try to clump civs together, just that the default minimum distances are too low imo. the problem with WorldofErebus is that it tries to place all players on the same continent, so if the map has multiple continents it gets REALLY clumped.
 
[to_xp]Gekko;12255653 said:
yeah, ErebusContinent and WorldofErebus are not really meant to be balanced. it's not that they try to clump civs together, just that the default minimum distances are too low imo. the problem with WorldofErebus is that it tries to place all players on the same continent, so if the map has multiple continents it gets REALLY clumped.

Any way to remedy that? I think you posted a "fix" before if I remember correctly.
 
I can still make contact with the civ. Can other civs make contact with the civ as well? In addition, I like the AI addition to puppet states. :goodjob:

What is the AI addition to puppet states?
 
Hello.

After years away, I've just started playing FfH2 again, this time with the latest version of your More Naval AI patch, Tholal, and I'm really impressed. :goodjob:
The AI is now at least somewhat sea-worthy, which is what I had expected for a long time.
Furthermore, the BUG mod is now included. :goodjob:

However, I still have two small problems.
1. A lot of BUG features don't seem to be working presently (most alerts, pre-chops...). Or is there a problem with my game installation?

2. Game options don't carry over from one game to another. This means that all game options are un-ticked each time I launch the game. Is this deliberate, or is it a bug?

Thanks again, anyway. :)
 
prechops are possible if you enable them via first tab of the BUG options ( ladybug icon, upper left corner ) , most civ4lerts don't work unfortunately :(
 
[to_xp]Gekko;12259886 said:
prechops are possible if you enable them via first tab of the BUG options...
The pre-chop options are checked. They just don't seem to work... :confused:
 
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