[MOD] More Naval AI

THANK YOU!:thanx:

No problem! Glad that you're enjoying it! Still developing, just at a much slower rate than before.

Could you change the AI so that it will no longer refuse to accept mana when it already has one source of that type? And also remove the block that prevents them from trading you any mana if you already have a source?

I dont see any specific block. It just devalues mana it already has. And it is accounting for the <bModifierPerBonus> tag. It does not check for any units with mana affinity, though. I can add that to my to-do list. Mana evaluation overall could probably also use some work. I'll also poke around to see if there is some sort of blocking code somewhere.


I believe it is caused by a line in UnitUtil.py under def canCityBuildUnit(unitInfo, city, eAskingTeam, checkBonuses=True): where you used city.isHolyCity(eReligion) when you meant city.isHolyCityByType(eReligion)

Thanks! It will be changed for the next release.
 
Any chance that the scrub feature could be fixed so that its not floating above the desert? I've been lookin to see if its something that could be easily fixed, but all i found was a mention in the FfH2 bug thread from a couple years back with a file that didn't work for me.

http://forums.civfanatics.com/showpost.php?p=9972588&postcount=4051
http://forums.civfanatics.com/showpost.php?p=9974236&postcount=4055

It would also be nice if the scrub didn't look quite so square, but I realize this probably means added complexity to make it behave more like trees. If people have any info they can point me towards, I'd be interested in maybe learning more about what is needed to monkey with the code.
 
started this thread over there ---->realmsbeyond

just started a game of bts 3.19 on quick, notice that the GP points are 67, 134, 201 for the first three.

In Tholal's MNAI, and EitB it goes 67, 167, 268.. looks like the speed multiplier is only getting applied to the inital GP requirement, and not the incremental requirement ?

I usually play on marathon, so I guess I could do some more research when I get off of work in ..14 hours or so.

So egg on face :D next time I will do research before, then posting later :D
 
Thank you Tholal for your great efforts!

I have little experience with FFH2 and it's derivative mods. I sampled them a little about a year ago, including an old version of More Naval AI.

I just tried setting up Magister's Modmod, and am having some trouble getting it to execute. With some nosing around, I notice the same problem when I try to run More Naval AI 2.3, so I'm thinking my problem may be there.

Here's what I get:

On a clean install of vanilla FFH2 (n + o patch + mediapack + bluemarble for FFH2), I can start a game (any size -- trying huge/epic) with no problem.

Once I "patch" in More Naval AI, when I start a game, I get dumped to desktop (Win 7 64bit). This happens at the end of world generation -- the screen goes blank (where the FFH intro movie would normally run), the cursor contorts for a moment, sometimes the first few notes of the game music will play, and then I'm at desktop.

I get the exact same behavior from Magister's Modmod (Manual install). Rarely (usually after a fresh reinstall), I can start a test game okay on a duel-sized map, but usually only once.

I've included my PythonErr2 log, my Python is pretty weak, but it always truncates at the exact same point (and all those "uninitialized mod" lines look suspicious).
 

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Is the folder still named Fall From Heaven 2?

If you changed the name of the folder, you may have errors.

(or rather, at least one folder named FFH2 must exist)
 
I've got another question: Playing the same game like the one in which I couldn't make a puppet state from the kuriotates, because they had no other leader, i also couldn't make puppet state from the svartalfar later in the game. I know they also have only one regular leader but they should have at least one minor leader, I think: Volanna. Since Volanna isn't in the game yet, I ask myself if the puppet state feature just doesn't work with minor leaders? Or is there bug? Maybe I'm missing something? The save right before i conquer the first svartalfar city is attached.
Has someone else made simular experiences?
 

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There is some sort of compatibility issue with Blue Marble. Rekov found that it worked if he installed it last - http://forums.civfanatics.com/showpost.php?p=11635953&postcount=1281

@Tasunke, Yes, there is a "Fall From Heaven 2" folder

I'm pretty sure (not positive) I installed Blue Marble last -- that is, after all the FFH2 files but before MNAI. I'll try again, including after MNAI.

Update: Omitting Blue Marble altogether seems to have worked (and revealed that under BM was some other non-default tile set that I must have installed who-knows-when that seems to work fine and is not so unpleasing on the eyes).

Thanks again, I'm looking forward to the new (to me) MNAI and the other modmod!
 
Has anyone made any scenarios to this mod yet? I've tried to convert Medicine Man 55's massive Erebus scenario, but it is painstakingly difficult. Any luck elsewhere?
 
Normal FfH2 modmods should work fine in this modmod if loaded directly. It is a little more finicky about having things like empty player slots with more players after them (this prevents the base version of The Lord of the Balors from working) though. The main problem with mods is that launching them from Kael's scenario screen rather than directly from the files is broken.

I've created custom versions of most of the scenarios for my modmod, which is based on More Naval AI. I have never created a scenario from scratch, however.

Tholal would have to add more game options to the DLL in order to allow a more scenarios like those Kael made, which are rather dependent on custom Python code in ScenarioFunctions.py
 
I've had some complains about overpowered barbarians in my modmod, and I tend to agree, Could you cut back on their spawning somewhat for your next release?



Also, could I convince you to expose getPromotionSummonPerk() to python? It would be so much more convenient and elegant to be able to use that rather than having to include a separate if statement for each promotion that grants a perk.



While I'm requesting SDK changes, could you change the way that resources effect diplomacy?

Currently the attitude change that a leader has towards you is the <iBadAttitude> value of the resource times the <iAttitudeBadBonus> of the leader.

I would strongly prefer it if each leader could have a different opinion of each resource, and if it scaled based on how much of the resource is controlled.

(According to the lore, a leader like Sandalphon should truly despise Death mana, but be rather indifferent about Entropy or Dimensional mana. I'd like to make most other leaders like you better for having their sphere's mana and worse for having the opposing sphere's.)

Come to think of it, I believe that I actually got some other modder to make this change already quite a while back when I was planning to base my mod on his DLL. It should be pretty simple to borrow his code, if only I can remember what modmod it was. I'm thinking it was Opera's Legacy of Erebus: Nuova Alba, but it looks like he never actually got around to implementing that particular request.
 
I have been playing multiplayer with four other people (five total) over hamachi direct IP (the only way we have been able to get multiplayer to work at all). I am at one location and the other four are at the same household on the same router, which may or may not be relevant.
After turn 100 or so we experience a large number of out of sync errors from one player in particular and sometimes two.
We have tried a few things to reduce OOS but haven't had any luck eliminating it.
If anyone could help us solve this issue, we would appreciate it. I would need some instruction on how to log the games and how to provide relevant data to solve the issues.

Finally, thanks for the modmod, we love the extra flavor and options and excitement that it brings!
 
Getting a WoC hang. I reloaded from the earlier autosave and did some things differently, but still encountered the hang on the same turn.

I don't know if I'll continue the game at this point (I've already lost, but it's still fun), but I hope the save will be helpful in solving whatever the bug might be.
 
Any chance that the scrub feature could be fixed so that its not floating above the desert?

I dont know anything about altering graphics. You can probably find some info on the tutorial forum on how to edit features if you want to give it a shot.

i also couldn't make puppet state from the svartalfar later in the game.

Strange. Not sure why you're not getting the Puppet State option for the Svarts in your game. It seems to work fine if I start a new game. When I get a chance I'll look at your game again to try and figure out what's going on. Thanks for the report!

I've had some complains about overpowered barbarians in my modmod, and I tend to agree, Could you cut back on their spawning somewhat for your next release?

I haven't done anything to change barb spawning. From the posts in your thread, it seems that the main issue is related to the fact that Orthus gives them free promos?

If you want to alter barbarian spawn rate for your mod, there are a number of settings in Civ4HandicapInfo that you can change.

Also, could I convince you to expose getPromotionSummonPerk() to python?

No problem.

While I'm requesting SDK changes, could you change the way that resources effect diplomacy?

Currently the attitude change that a leader has towards you is the <iBadAttitude> value of the resource times the <iAttitudeBadBonus> of the leader.

I would strongly prefer it if each leader could have a different opinion of each resource, and if it scaled based on how much of the resource is controlled.

Sounds like quite a bit of work which would also require new tags in LeaderHeadInfos to specify which resources specific leaders dont like. I'll think about it. Perhaps there is a more elegant way I could give you that flexibility without adding a bunch of new tags.

I would need some instruction on how to log the games and how to provide relevant data to solve the issues.

In the civilizationIV.ini file:

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

Post the OOS log here as an attachment.

Getting a WoC hang. I reloaded from the earlier autosave and did some things differently, but still encountered the hang on the same turn.

I go right into the WoC problem when loading this save. Is that your experience? Unfortunately, even in debug mode I cant seem to get any useful information when I break the loop. Any chance you still have the earlier save game?


crickets chirping

I'm still around and read the boards daily. Unfortunately, I dont have a lot of time to myself on my hands these days. My wife started work again and I'm playing Mr Mom to our twins. I'm hoping that once we get settled into the new schedule I'll be able to carve out a few hours each weekend to work on the mod in a more focused fashion (15 mins at a time just does not work for coding!).

It's not dead quite yet!
 
I go right into the WoC problem when loading this save. Is that your experience? Unfortunately, even in debug mode I cant seem to get any useful information when I break the loop. Any chance you still have the earlier save game?

My bad, Tholal, sorry, I saved the game during the WoC hang. Normally if I get a repeatable problem like that, I replay from the earlier autosave and then save the game at the end of the turn immediately before the problem. Didn't do that this time, sorry. And no, I didn't keep the earlier saved game, either. Next time I experience a WoC problem, I'll go back to saving it the way I normally do.
 
I'm still around and read the boards daily. Unfortunately, I dont have a lot of time to myself on my hands these days. My wife started work again and I'm playing Mr Mom to our twins. I'm hoping that once we get settled into the new schedule I'll be able to carve out a few hours each weekend to work on the mod in a more focused fashion (15 mins at a time just does not work for coding!).

It's not dead quite yet!

Bad joke on my part. I was referring to the general lack of activity on the thread. I know you are busy with real life. I appreciate your work and apologize for the misunderstanding.
 
In several versions of this mod now there has been a problem with the revolutions screen.

- Fresh install of Civ IV (no saved settings in My Documents)
- Install the mod
- Start a new game
- Found first city
- Click revolutions icon (little red face in upper left side)

I get the screen popup as below :

Spoiler :
attachment.php


This is the default city screen, NOT the revolutions screen.

I can then go and customise this screen to show all of the revolutions data. The bug is that I shouldn't have to customise to show the data. It should default to showing the correct data like it did the very first time that you added the revolutions code to the mod.

So I can only assume you are missing some file somewhere in the installer that has the revolutions screen layout data.
 

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In several versions of this mod now there has been a problem with the revolutions screen.

Strange. I compared the interface files to the RevDCM files (which is where I got the code from in the first place), and dont see anything missing or obviously incorrect.

You have any idea with what version this screen stopped appearing correctly?
 
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