[MOD] More Naval AI

I think the biggest fix for hawks would simply be to limit the # of tiles revealed.

Why not reduce it to a 3x3 grid and just slightly increase the irange of these suckers?
 
If possible it would be better to remove ridiculous bonuses hawks get from elevated terrain.
 
I think the hawk bonus has already been fixed.

The primary problem, imho, is that its such a massive area to begin with XD
 
Version 2.0 Official Release (not compatible with any previous saves)

Download link

Note: You may also need to install the default BUG .ini files that are attached to the bottom of this post. Copy the folder in the attached zip into your BTS directory where all your save games are kept (for example, on my computer it is My Documents\My Games\Beyond the Sword

(one day I'll have an installer that takes care of that for you)

  • Addition of the BUG mod (adapted to fit FFH)
    • Sevopedia (Enhanced civilopedia)
    • Strategy Overlay (ALT-X to turn UI on and off for it)
    • Numerous other interface options (CTRL-SHFT-O or button in upper left for BUG options)
  • AI
    • AI will bring more troops on naval assaults
    • AI more interested in Promotions that grant extra movement points
    • AI more interested in promotions that counter other units
    • AI civs in a Turtle strategy are more likely to Hurry production if they can
    • AI more willing to use animal units for creating buildings
    • AI will no longer pursue an Altar or Tower victory if those victory options are disabled
    • AI will be more aggressive about building Hero units
    • AI should be less likely to start new wars before its ready to attack
    • AI will no longer accidentally Scorch lands of players they are not at war with
    • Raider civs should be more interested in pillaging
    • Various tweaks to how the AI values potential city sites
    • Barbarians will be a bit more pesky and less suicidal than in base FFH (code by ChrisAdams3997)
    • Overhaul of AI tech evaluation
    • AI will actively seek out dungeons and lairs to explore
    • AI will sometimes use Priests to found Temples
    • AI will be less interested in buildings that grant access to units when the game option NO_BUILDING_PREREQS is selected
    • AI will value techs that give them access to their World Spells
    • Sprawling AIs should be a little less aggressive about expansion once they reach their city limit
    • AI more likely to use Great People to discover techs that let them found Religions or receive new Great People
    • AI will use its starting Warrior to Shadow its Settler
    • AI will more actively pursue Altar victories
    • Numerous tweaks and adjustments to Unit, City and Player AI
  • Bug fixes
    • Illians get +1 commerce on Ice River tiles
    • Fix for crash caused by the AI trying to cast area effects near the map edge
    • Passive Spellcaster XP gain now scales with game speed
    • Fix for mis-aligned Ocean grid display
    • Objects no longer give visibility beyond their tile; they are also not affected by spells and should not cost any maintenance
    • Objects and HN units should no longer trigger contact with other civs
    • HN units should no longer display info about the owning civilization in the combat log text
    • Bug fix for ghost players sometimes remaining in the game
    • Bug fix / gameplay change - Life mana is now associated with Alteration rather than Divination
    • Royal Guards are now never obsolete
    • Elohim AI players will now have any Unique locations revealed at game start (just as a human player would)
    • Warrens now work again for Settlers and Workers (More Naval AI bug)
    • Fixed an OOS issue in Pitboss games (bug find and fix thanks to Dis)
    • Fix for Barbarians ressurecting Orthus (again!)
    • Immortal Illusions will no longer respawn on death
    • Immortal units can no longer be added to Flesh Golems
  • UI
    • UI - new code for displaying ALTAR_OF_THE_LUONNOTAR progress on the Victory screen (code taken from Master of Mana)
    • UI - Player will now receive a pop-up confirmation when declaring war on another civ via alt-clicking on the scoreboard (code taken from Karadoc's K-mod)
    • UI - change to Great People Rate, Maintenance and Research due to Mana bonuses will now be displayed in the associated popup mouseover help in the city screen
    • UI - Automatic Terraforming has now been re-enabled
    • Debug UI - AI tech values can now be displayed in debug mode (CTRL-SHIFT over an owned plot) (ChrisAdams3997)
  • MISC
    • Human players can now be vassals
    • Power ratings have been adjusted; techs and buildings no longer give any increase in power ratings; most units have been given new power ratings (affects the power graph, demographics info for 'soldiers' and the AI)
    • AI Auto-play (CTRl-SHFT-X)
    • New Game Option - Puppet States and Revolutions (adopted from the Puppet States mod and the Revolutions mod with some tweaks by myself and lgfr) (BETA)
      • Players can choose to install Puppet States when they capture a city from another civ (requires knowledge of whatever Tech allows Vassals)
      • Cities and Nations have Revolution indexes. When they get too high, there is a chance that the city will revolt, often spawning rebel troops. Happiness, Health, Buildings, Civics and number of troops present can all affect the chance of Revolutions
    • New Game Option - Advanced Tactics (BETA)
      • Players can pillage their own roads
      • Pillaging sometimes grants experience
      • Bombarding sometimes grants experience
      • All units have an inherent withdrawal chance
      • Mech units can be captured as a result of battle (code adopted from the War Prizes modcomp by mechaerik)
      • Great Generals generated from combat with other civs
      • Advanced Diplomacy (adapted from Advanced Diplomacy by Afforess)
 
[*] Objects and HN units should no longer trigger contact with other civs
[*] HN units should no longer display info about the owning civilization in the combat log text
[*] Bug fix for ghost players sometimes remaining in the game

great for Simul turn games! :goodjob:

As for the rest ... will certainly make Sp games more interesting! :)
 
I started a test game today. I noticed a few new errors, and some old ones that still have not been fixed.

  • BUG folders are not created.
  • There is a typo in the Advanced Tactics option tooltip. It says "Adds new COmbat results..."
  • The tooltip of the Establish embassies option mentions espionage missions.
  • Shortcuts and Strategy Guides have no entries. Shortcuts should get the old page with small additions such as BUG or AIAutoPlay shortcuts. Strategy guides could be removed.
  • The tech names are still appearing in the wrong place at the research advisor.

I also have a suggestion. IMO Honor should be moved next to the rest of religion techs at the research advisor.
 
Looks like a lot of good work! I have the same problem too on the start of the game, unable to find bug settings folder. I dont know if i can just create a folder for it, or if it even matters to regular gameplay

edit:running as admin doesnt help

edit 2: manually fixed i think...after a little research. Went into my Beyond the Sword/mods/fall from heaven 2 folder, and created a folder called UserSettings

this made the error message go away
 
I don't have any BUG errors. Did you remember to do this?
Note: You may also need to install the default BUG .ini files that are attached to the bottom of this post. Copy the folder in the attached zip into your BTS directory where all your save games are kept (for example, on my computer it is My Documents\My Games\Beyond the Sword
 
You've done some great work with this release Tholal. A few hundred turns into a game and it's running smoothly.

I've also seen the problem with the display of names in the Tech tree. They were initially displayed normally but when I clicked on one, the positioning of the name got messed up as Terken had shown earlier.

Otherwise it looks great!
 
Thanks for the great mod Tholal! I am trying to choose a FFH2 modmod as a base for my own fantasy mod. Currently, Naval AI and WildMana (not MoM) are at the top of my list. However, WildMana has largely been abandoned by its developers and I'm not sure if I can get the source code for it. Which makes it more likely that I will choose Naval AI.

BTW, where might I find the source code for your new version?

Please keep up the great work of focusing on AI, bug fixes, balance, and new game OPTIONs. Don't go off the deep end like WM/MoM and totally abandon your mod to go make a totally different mod.

edit: It would be good to put instructions on where to put the BUG .ini files in Post #1 of the thread. I installed everything fine without the .ini files, but when I started a game there were some error messages in the game. Then I followed your instructions in post #824, and everything worked fine after that.
 
Version 2.0 Official Release

Horray! I wont have time to play of civ game for a few weeks due to
a work deadline but this will definitly be the next game I play. Thanks for all
your hard work. I can't wait to try it out.

Any chance you can tell me what files I need to look at if I want to copy the
ability to pillage roads function? I have always wanted to add that
to Legends of Revolution (the mod that sucks up my game time when
I am not playing FFH).
 
Any chance you can tell me what files I need to look at if I want to copy the
ability to pillage roads function? I have always wanted to add that
to Legends of Revolution (the mod that sucks up my game time when
I am not playing FFH).

More Naval AI uses a Subversion repository (you can find it in the link just posted by Sunn). Changes to a Subversion repository are made in small changes of code named commits. You can use Subversion to get a list of all revisions, or to check the code differences between two given revisions. You can even create difference files (usually called diff and patch) that you can use to apply those differences to a (not very) different code (this is how I manage my own custom build of MNAI and other modmods).

You can find Subversion tutorials easily on Google. For beginners, TortoiseSVN is probably the best option. I'm attaching a unified diff file that shows the code implemented in r838, it should contain the information you need.

Code:
------------------------------------------------------------------------
r838 | tholal | 2012-02-09 06:05:42 +0100 (jue 09 de feb de 2012) | 1 l¡nea

Advanced Tactics - can pillage own roads; and pillaging reduces culture in the plot
 

Attachments

Thanks for all the feedback and reports! I'll try to get back to working on current issues sometime this week. And I will update the first post of this thread sometime later today.
 
Don't go off the deep end like WM/MoM and totally abandon your mod to go make a totally different mod.
I just want to add here that WM wasn't 'abandoned'. It's a very clean and finished build.
The AI could be a bit better in end game, but besides that, the mod is probably the most polished FFH2 sub-mod available.

I think Rise was more or less abandoned since it still has stability issues and inferior AI...
 
I just want to add here that WM wasn't 'abandoned'. It's a very clean and finished build.
The AI could be a bit better in end game, but besides that, the mod is probably the most polished FFH2 sub-mod available.

I think Rise was more or less abandoned since it still has stability issues and inferior AI...

Assuming by "Rise" you meant Rise from Erebus, no, that would not be the reason; Nor does it have poor stability or AI at this point, thanks to Snarko.

It was dropped because we are tired of operating within the bounds of FfH; Much the same reason Ahwaric has chosen to work on Orbis 2 rather than Orbis, for example. We are working on one final release, which polishes the AI and fixes any stability issues we had. If you're interested in giving that release a try early, the beta is available.

http://forums.civfanatics.com/showthread.php?p=11249695#post11249695
 
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