[MOD] More Naval AI

In Wild Mana if you have a 99.9% chance of winning they simply make it a 100%, but I guess that's too wildly inaccurate for you. If you have a 99.0-8% you still get the same old combat we see in vanilla meaning you can LOSE. They did this so you don't lose your heros because once again, this is FFH where gods roam.. and are subject to losing to a spearmen by sheer luck?

So, you admit that the odds are not rigged in FfH More Naval AI, and you want it to be rigged, and not the opposite you originaly said. Case closed. Especially since gameplay change like that are not in the scope of a better AI.

(and why shouldn't heroes be able to be beaten by randoms dude ? I remember a famous book in which a dragon die like that to some random archer. You should check it, it's called An Hobbit Journey and it will soon come to cinema)
 
I've attached a save where I can't enter the diplomacy screen with either AI. I understand that when you're at war the AI won't speak to you but only one of the two AI left have the will not talk to me notification.
 

Attachments

I've attached a save where I can't enter the diplomacy screen with either AI. I understand that when you're at war the AI won't speak to you but only one of the two AI left have the will not talk to me notification.

Ah, I knew it was Bannor. Bannor has its unique civic "crusade" which prevents diplomacy with enemies during war. So no problem there :)
 
I had an issue in my last game where I was the elohim, and had a scout set to auto-explore. he found a lair and first cast my world spell (grrrr) and then the next turn actually explored it. turned out to be game breaking as i was steam rolled thirty turns later before i got my monks... ack!
 
I took the liberty to fiddle with tech chooser color oddity :)

This zip contains updated version of CvTechChooser.py that at least SEEMS to work okay - I can give no guarantees whatsoever as I haven't played a full game yet :p. All it changes are the three occurences of "canEverResearch" blah blah. For some reason BUG inverted the logic of those conditionals and changed colors - I just changed them back.

Extract the file in your Fall from Heaven 2\Assets\python\Screens folder. If paranoid, you might want to take backup of your old file first.

View attachment CvTechChooser.zip
 
So I looked through the my saved games a little further and found one with a Barbarian Disciple of leaves on the border of my southern most city. There's no barbarian cities in the vicinity that could have produced him.

Playing as Calabrin and with Revolutions, puppet states and advanced tactics on.
 

Attachments

I personally don't see any problem with the barbarians being able to train disciples in cities where the religion is present, but I really hate how they are spawning religious units outside of any cities. In my modmod I have often come across a significant number of barbarian Radiant Guards, Disciples of Acheron, and Dragon Fanatics even while using the game options to disable their prerequisite religions.



Last night I was playing a game as Keelyn and was saved from being destroyed by Yersinia only by the fact that my capital's Hall of Mirrors copied this Horseman of the Apocalypse. This by itself is perfectly fine. The issue I think it worth reporting is that each illusionary copy of Yersinia brought with it a copy of the Athame that could be taken by real units and would not expire like the illusion itself. Once the real Yersinia was finally defeated, I was able to have five units using his equipment at the same time.

The problem is that Yersinia (like Stephanos, Buboes, Ars Moriendi, Hyborem, Orthus, Donal Lugh, Alazkan the Assassin, Rathus Denmora, and in my modmod Basium and Gosea) has an equipment promotion in his XML define. The Resurrection spell and the Mirror spell even in Base FfH2 include 3 simple lines of python to remove these promotions from such heroes when they initializes a new instance of them, lest they duplicate the equipment. The python of the Hall of Mirrors does not, so it can be abused to create an endless supply of Crowns of Command, Wars, Athames, Staffs of Souls, Gelas, Orthus's Axes, Empty Biers, Black Mirrors, or Netherblades. I just changed this in my version, and would recomend you do the same.



I've noticed that the players do not always use their settlers in the Lord of the Balors scenario. Basium is usually the one who does not, but sometimes it will be another player. I think the problem lies with the AI choosing to leave the ship containing all of their units in a rival's city and not bothering to unload their units. Could you put more emphasis on unloading settlers and founding cities when the player does not yet have any cities?

(I just realized that I could probably solve the problem by deactivating the Always Open Borders game option in this scenario, but I'd rather leave that on.)

Edit: Removing Always Open Borders did not help, perhaps because the players just made their own open border agreements almost immediately. What did help was spacing the ships out further, placing them closer to good starting locations, and removing the starting settler promotion that I had given them so they cannot move as far.
 
Spoiler :
Has anyone had issues customizing the BUG domestic advisor screen ? I can adjust anything, but it never saves, even if i hit the save button ( the computer icon ) I run C4 as administrator, or not, doesnt seem to make a difference.

It doesn't save for the session or are you trying to save it between game sessions?

I started the client through right clicking the shortcut and selecting run as administrator.
I started a game and added the Religions column to the domestic advisor and click the save button.
Played a few turns, saved, exit to main menu reloaded the same game and the changes still existed.
Load a different save game that was saved with no changes to the advisor and the changes are still there.
Exit client, restart with run as administrator, load any save game, all changes have been reset.

For some reason the changes are not carrying over between game sessions.

It may be that I need to set some permissions somewhere so that the mod can save the changes to disc. :confused:


Does anyone know the exact location/name of this file(s) ?
 
I'm curious about the AI and the changes made.

Specifically does diplomacy do anything at all? I mean open borders, giving technologies, giving tribute, does that do anything at all as regards whether a civilization declares war on you?

Shouldn't there be some gap between a smiley face and another civ declaring war on you? Right now it seems to me that if you have a neighbor you are going to war, no matter what you try to do to appease them. Religion doesn't appear to do much in this regard as well.

Diplomacy has always been wonky with Fall From Heaven in my opinion, but despite the benefits, this More Naval AI mod makes it even more useless.

Or am I misunderstanding how the ai interacts with players? I've seen two civs even opposed ones coexist side by side for many turns without coming to blows. (Then again they fight sometimes too.)

What am I missing with this? It seems totally random, except that AI's always declare war on human players. I had a game the other day where I met Kandros Fir for the first time, we are both neutral and I don't even have a religion. Decius and his Calabrim declare war on me the next turn. Kandros Fir, who wasn't even next to Decius immediately declares war on me as well.

I didn't check the relationships tab, so it is possible they were allies, but still...
 
Well, the AI does take into account your relation. It's just that all AI are - or feel like - perfectly fine with betrayal. If you feel weak for them, they will DoW on you no matter the relation you have. If you are the stronger of the continent, diplomacy will keep people with good relation from declaring war. Imagine all AI are Catherine of Russia.

It may be argued that AI put too much emphasis on strategic information and not enough on religion or alignement ally. And it is certain that AI does not realize quick enough that they are unable to take anything from you. In my experience, you can't find a reasonable peace with someone unless you have taken at least one city from him and return it as part of the peace deal.
 
I took the liberty to fiddle with tech chooser color oddity :)

This zip contains updated version of CvTechChooser.py that at least SEEMS to work okay - I can give no guarantees whatsoever as I haven't played a full game yet :p. All it changes are the three occurences of "canEverResearch" blah blah. For some reason BUG inverted the logic of those conditionals and changed colors - I just changed them back.

Extract the file in your Fall from Heaven 2\Assets\python\Screens folder. If paranoid, you might want to take backup of your old file first.

View attachment 327608

Thank you!! :)
 
While playing Hyborem tonight I found that I can't turn Burning Sands (desert) into Fields of Perdition (plains) with Spring. I could, however, transform Fields of Perdition (plains) and Broken Lands (grasslands) into Burning Sands (desert) with Scorch.

Is this working as intended?
 
While playing Hyborem tonight I found that I can't turn Burning Sands (desert) into Fields of Perdition (plains) with Spring. I could, however, transform Fields of Perdition (plains) and Broken Lands (grasslands) into Burning Sands (desert) with Scorch.

Is this working as intended?

I'm pretty sure its working as intended. Its been like that for as long as I can remember. Just get one friendly little imp with sanctify to help you with the hellaforming :)

Remember, as hyborem those burning sands can be really helpful too.. ;)
 
Apologies for the delayed response. I do read these forums though the yung'uz leave me little time to post.


I'm getting another python error related to revolutions.

Code:
Traceback (most recent call last):
  File "RevUtils", line 519, in getHandoverUnitTypes
...
AttributeError: 'NoneType' object has no attribute 'getDescription'

The error is with some debug logging, so it wont affect gameplay. There is a debug section trying to write out information about various units its picked out, but its not set up to handle things if the unit is NO_UNIT. I'll fix it for the next release. You could just comment out that section in the meantime.


I wonder if you might also help me figure out another issue I've encountered with my modmod. I made the Citadel of Light a Malakim-only upgrade of the Citadel improvement (using the <PrereqCivilization> tag just like Kuriotates Enclaves), with a <PythonAtRange> call to make it attack enemy units. When I tested it just before my last release it seemed to be working as intended. However, since then I have noticed other players with these improvements in their lands

Looks like there might be a spot in doImprovementUpgrade() where PrereqCiv is not being checked. I'll fix it for the next release and you'll have to let me know if that solves the problem.

Ah, I knew it was Bannor. Bannor has its unique civic "crusade" which prevents diplomacy with enemies during war.

It's on my to-do list to put some sort of note up in the civ mouseover info letting you know when someone is in Crusade and cant engage in diplomacy.

I had an issue in my last game where I was the elohim, and had a scout set to auto-explore. he found a lair and first cast my world spell (grrrr) and then the next turn actually explored it.

Hmmm... that shouldn't be happening. I'll look into it.

I took the liberty to fiddle with tech chooser color oddity

Looks good to me! I'll include it in the next release. Thanks!

So I looked through the my saved games a little further and found one with a Barbarian Disciple of leaves on the border of my southern most city. There's no barbarian cities in the vicinity that could have produced him.

Strange. Really not sure how that is happening. Do you happen to have a save from 5-10 turns before you saw the disciple? I need to be able to watch the spawn happen in order to figure out where the code is going wrong.

In my modmod I have often come across a significant number of barbarian Radiant Guards, Disciples of Acheron, and Dragon Fanatics even while using the game options to disable their prerequisite religions.

In CivilizationInfos I see that you have all of the disciples listed as possible units for the Barbarian civ. I think this might be causing some issues.

The Resurrection spell and the Mirror spell even in Base FfH2 include 3 simple lines of python to remove these promotions from such heroes when they initializes a new instance of them, lest they duplicate the equipment. The python of the Hall of Mirrors does not

OK. Thanks for the report!

I'm curious about the AI and the changes made.

What am I missing with this? It seems totally random, except that AI's always declare war on human players. I had a game the other day where I met Kandros Fir for the first time, we are both neutral and I don't even have a religion. Decius and his Calabrim declare war on me the next turn. Kandros Fir, who wasn't even next to Decius immediately declares war on me as well.

I didn't check the relationships tab, so it is possible they were allies, but still...

I have done almost nothing with AI diplomacy except for make them a little more aggressive against weak neighbors. It's likely that you are a weak neighbor. What difficulty are you playing?

As for Kandros jumping in on the war, either one of the other civs bribed them to join, or they simply opted to join in a dogpile against a weak player.

In my experience, you can't find a reasonable peace with someone unless you have taken at least one city from him and return it as part of the peace deal.

Agreed. The AI often seems unwilling to agree to peace terms.

While viewing the Revolutions.py file, I noticed some calls of CyPlayer.getCurrentEra() (e.g. in computeBribeCosts). In FfH it obviously does not have the expected behavior (Religions Eras).
Did you do anything with getCurrentEra() to fix that? If not, I could try to do something in python.

I haven't changed getCurrentEra() but I did add a new function called getCurrentPeriod() which should function as a replacement.


While playing Hyborem tonight I found that I can't turn Burning Sands (desert) into Fields of Perdition (plains) with Spring. I could, however, transform Fields of Perdition (plains) and Broken Lands (grasslands) into Burning Sands (desert) with Scorch.

Is this working as intended?

Yep. Code is the same from base FFH.
 
I have done almost nothing with AI diplomacy except for make them a little more aggressive against weak neighbors. It's likely that you are a weak neighbor. What difficulty are you playing?

As for Kandros jumping in on the war, either one of the other civs bribed them to join, or they simply opted to join in a dogpile against a weak player.

I usually play on Noble. Someone brought up the undercouncil which I never thought about.

As far as weak? I don't know. I'm really more of a builder, so I only make units to protect my empire until I'm ready to make a move. Maybe that isn't a good idea.

It just seems odd to me that two civs can be the same alignment, have the same religion, and have a smiley face for relations, then boom go to war.
 
I usually play on Noble. Someone brought up the undercouncil which I never thought about.

As far as weak? I don't know. I'm really more of a builder, so I only make units to protect my empire until I'm ready to make a move. Maybe that isn't a good idea.

It just seems odd to me that two civs can be the same alignment, have the same religion, and have a smiley face for relations, then boom go to war.

In the end, all civs are out for themselves. Kandros Fir is very agressive anyway.

The easiest way to check how "weak" you are is to look at the power graph. If your line is keeping up with everyone else, or ahead of them, they'll be less likely to declare war on you.
 
It just seems odd to me that two civs can be the same alignment, have the same religion, and have a smiley face for relations, then boom go to war.

Well, there's a not-so-fine line between roleplaying and playing to win. There are no diplomatic victories in FFH. For the most part, winning a game of FFH involves crushing the opposition, whether they have the same alignment or not.

But as I mentioned, I really haven't done much with AI diplomacy. It's definitely an area that could use a lot of work. Any volunteers?
 
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