[MOD] More Naval AI

He might have had.

It is by design that you can only gain up to 100 xp against barbarians?
 
It is by design that you can only gain up to 100 xp against barbarians?
This is something that can be easily changed by editing the number under BARBARIAN_MAX_XP_VALUE in Assets/XML/GlobalDefinesAlt.xml

In vanilla civ the limit is only about 5 or 10, in base FfH2 it was changed to 100, and in my modmod I changed it to 999.
 
I'm playing with the advanced combat option for the first time, and I've come across a few bits weirdness with great commanders. It appears that I can only build one command post? Or are there perhaps two types of commanders, one from combat, one from GPP's or techs? The freebie I got from Military Strategy, iirc, built a post in my capitol just fine, but none of the others I've gotten can do so in other cities. Additionally, is it intentional that a single commander, given time, can be used to upgrade your entire army at half price? I don't remember that advantage being part of his bag of tricks in base FFH, but it's been a while since I've played. Finally, when a commander is split off of a unit to join a different one, the original unit's graphics still display the commander tagging along. The verdict is still out as to whether I like the game option all in all, but very interesting nonetheless.
 
Why is that? Summoning the Infernals does little to nothing to help the summoning player.



Are you talking about the Infernals or other civs following the Veil?


sacrifice the weak is one of those OP mechanics signature of FFH ( like firebows, governor manors etc ) so the AI should definitely want to research infernal pact and adopt it ASAP. the infernal summoning is just collateral, what you're after when AV is the uber civic. screw the world, gimme power ;)
 
are the "no AI building reqs" and "no AI minimum level" gameoptions still recommended or does the AI understand those mechanics well enough nowadays? :)
 
Update on my Great Commander question:

I happened to luck out on a roll and pop another Great Commander (at a 2% chance). I didn't notice that there were in fact 2 different units, Great Commander (from GPP's) and Great General (from combat XP), with the same picture and 'pedia text, but different functionality. Only the Great Commander can build the command post. A curious upshot is a unit can be led by both simultaneously, giving +2 strength, +1 xp per combat, +50% xp in combat, and -50% upgrade costs. Perhaps this is intentional?
 
[to_xp]Gekko;11888642 said:
is there a way to disable the AI starting settler movement?

You'd have to mod it in. An easy hack would be to remove the movement bonus from the starting settler special promotion, though that would take it away from the player as well.
 
I have finished the barbarian invasion and elven civil war scenarios now. When I try Grand Menagerie I get CTD every time.
 
I've seen Lucian die on turn 10 , checked out in WB and he died attacking an elephant with combat 4. it seems like the AI had been throwing warriors at it since turn 0..
 
I have finished the barbarian invasion and elven civil war scenarios now. When I try Grand Menagerie I get CTD every time.

The scenarios haven't worked properly since well before Kael left to work on Elemental. As a first go, try loading the scenario file directly from Windows Explorer, rather than through the game. For some of them, that works, though there is at least one iirc that is completely broken at this point. Some of us hope that some day the Naval AI team will have the time and inspiration to take a look at the scenarios, but don't hold your breath at this point.
 
I've noticed more naval AI places a scorpion clan archer with lairguardian AI on goblin forts at game starts. it doesn't check if there's already one on the tile though, so on a scenario with goblin forts already guarded you end up with 2 goblin archers.

also, shouldn't the same apply to ruins, barrows an animals dens? actually forts+ruins+barrows starting with no defenders is balanced by possible bad exploration results so perhaps it's animal dens only that should start with a guardian.

how does the animal AI handle guarding lairs btw? it seems like bears don't protect them while lions do...
 
Is there a way to check what difficulty you are playing?
 
@Folket: yep, check the victory conditions screen and there's a settings tab on the bottom.

@Tholal: trying to start an AI autoplay via game.aiplay x command crashes the game, am I missing something? :D
 
works like a charm, thanx!

it seems like the AI can still get stuck moving troops back and forth between two tiles, check out the Hippus stack north of Feiss Mabdon in this save.

also I've seen Luchuirp AI cast worldspell 3 turns before building their 2nd city, not smart as they could have gotten 2 golden hammers out of it.
 

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