[MOD] More Naval AI

Well Goblins do auto-promote to Wolf Riders when they defeat a Wolf or wolf Pack. Did you only have the one goblin in the city? If so, then it's weird that you ended up with 3. I tried to load your save but I dont know what version you're using.



Will be fixed in next version.



You have a save I can look at? Also, what version are you playing?

He'd had one named goblin and then three named goblin wolfriders, so pretty sure there's some kind of duplication going on. Tends to happen (werewolf and slave functions are other culprits).
 
Exactly!

And I've just realised that I'm one version behind :(
 
You have a save I can look at? Also, what version are you playing?

I don't have a save of Orthus continuing to return but give me a few turns. He"ll be back.
I'm playing with patch v2beta2.
 
I don't have a save of Orthus continuing to return but give me a few turns. He"ll be back.
I'm playing with patch v2beta2.

IIRC I once saw multiple Orthus units coming from the city controlled by Acheron, but I assumed it was a way to give it stronger units.


This was an issue before and it turned out to be that the Sons of Inferno were casting Resurrection. I blocked the Barb player from being able to cast that spell, so I'm not sure how its happening again. Guess I need to set up a test game.
 
Don't know if I missed some files, but the small pic for breeding pit (when I mouse over a city) now appears as a pink square.
 
This was an issue before and it turned out to be that the Sons of Inferno were casting Resurrection. I blocked the Barb player from being able to cast that spell, so I'm not sure how its happening again. Guess I need to set up a test game.

I'm not sure if Broken Hawk's issue is the same as mine. I had it many revisions ago, when I was still trying the betas (or maybe even 1.7) instead of compiling my own version.

By the way, which kind of units can be traded via advanced diplomacy? I wonder if I should fix my unit gifting patch to support the same units. Because of the conclusion reached during the item/unit gifting discussion I only enabled gifting of items, workers and work boats. But maybe the whole gifting idea is obsolete because of unit trading via diplomacy...
 
Don't know if I missed some files, but the small pic for breeding pit (when I mouse over a city) now appears as a pink square.

Known issue. There are a few other buildings that show a pink square as well. Something to do with missing graphic files but I don't know how to fix it.

By the way, which kind of units can be traded via advanced diplomacy?

At the moment I have it set as any mech unit, which means ships and siege engines. Trading workers seemed a little strange to me, though I could see allowing slaves to be traded. I didn't consider equipment. That's doable, though I worry about the AI not valuing it properly and potential multiplayer exploits.
 
Known issue. There are a few other buildings that show a pink square as well. Something to do with missing graphic files but I don't know how to fix it.



At the moment I have it set as any mech unit, which means ships and siege engines. Trading workers seemed a little strange to me, though I could see allowing slaves to be traded. I didn't consider equipment. That's doable, though I worry about the AI not valuing it properly and potential multiplayer exploits.

Very simple fix Tholal. The dds file for that button has a space in the name. Change it to an _. The space prevents the mipmapped version from being used (in other words, the tiny icon rather than full size button)..
 
Very simple fix Tholal. The dds file for that button has a space in the name. Change it to an _. The space prevents the mipmapped version from being used (in other words, the tiny icon rather than full size button)..

There are no .dds files for those buildings. In fact, there don't appear to be any for most buildings, so I dont know where the art is being pulled from.
 
Have you checked in the fpak? Majority of the art is in there.

Once unpacked, it should be in Art/Interface/Buttons/Buildings.

We had to go through the same thing with RifE; Small versions of the building buttons aren't used in FfH, but we had added it to the city mouseover instead of building names. Rather, Opera added it. :p
 
At the moment I have it set as any mech unit, which means ships and siege engines. Trading workers seemed a little strange to me, though I could see allowing slaves to be traded. I didn't consider equipment. That's doable, though I worry about the AI not valuing it properly and potential multiplayer exploits.

I agree. IMO it should be like this:

Giftable units: Ships, siege engines, slaves, workers, equipment.

Tradable units: Ships, siege engines, slaves.

I'll update my patch and post a new version with those changes soon.
 
perhaps add Settlers to the list of Giftables? :)

(cities can already be gifted, after-all)

Spoiler :
-> Hmm, I wonder if elven nations should be blocked from trading Seige equipment ... otherwise we might as well have T1 - T3 units giftable as well ;)
 
Another small bug (maybe): I gave a frigate 2 of the cargo hold upgrades yet it will not let me load any units. When I mouse over it it says it carries birds, just like the recon line.
 
Another small bug (maybe): I gave a frigate 2 of the cargo hold upgrades yet it will not let me load any units. When I mouse over it it says it carries birds, just like the recon line.

Ah yes. Well, that was a tradeoff. I needed at least one ship that can carry air units and unfortunately, units can only carry one domain type of cargo (land or air).

One thought that came just came to mind was re-enabling the ability for hawks to rebase to any owned city, and slap an immobility timer on them for X number of turns depending on how far apart the two cities are. And hopefully immobility would prevent them from using Recon or Rebase.

I'm open to other suggestions if anyone has any better ideas.
 
Why not change them to regular units with a movement of 3 and give them the flying promotion, with a strength of 0. I'm basically thinking of handling them like severed souls, just permanent. Of course, this relies on the assumption that non-air units can do recon missions, if that isn't true then obviously this is a useless suggestion.
 
It'd be awesome of non-air units could use the "rebase to city" function.

Would add a lot of interesting possibilities for Dimension spells (or just a stronger version of "escape")

Hmm ... escape + rebase would be nice. Escape is really only better than rebase during simul turn games though. (cause it only requires on click and is instant)
 
Why not change them to regular units with a movement of 3 and give them the flying promotion, with a strength of 0. I'm basically thinking of handling them like severed souls, just permanent. Of course, this relies on the assumption that non-air units can do recon missions, if that isn't true then obviously this is a useless suggestion.

Actually, this sounds like a really good idea. Give the hawks Sentry II, make them UnitCombat=None (no promotions), and 0 combat strength. Big difference from the current game: they wouldn't need to be based in cities or on recon units. On the other hand, now they can be killed if they wander too far into the wilderness.
 
I dl'd the latest tarball from sourceforge, and now the game ctd's whenever I try to load it. Says there's something wrong with the leader heads xml.

also, I'm wondering if somebody could tell me what files to delete/change to go back to the regular civilopedia. I really cannot stand the sevopedia.
 
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