[MOD] More Naval AI

AI starting settler seems to put way too much emphasis on having resources in the first ring. check out the Khazad with nikis night huge map, they build their capital in a bad spot without irrigation and freshwater ( they also build a herbalist very soon to show for the bad placement :lol: ) , then they build the 2nd city right where they started which is a much better place ( fresh water and riverside grassland )
 
Thanks for the modmod, it is really nice. however it crashed on me.

Played one game until t222, no problem technically, but the AI kicked my butt.

Tried again, and the game crashed on t182. Now when I load FFH the main screen comes up but load game/play game crash about when they see to finish loading.

View attachment 333216

Any suggestions appreciated.

Some further notes on the problem. I re-installed More Naval AI and it worked fine. Until I turned on the map grid, which caused the same error. I fixed this one by loading up a new game of Vanilla FFH, the game started with the grid on. I turned it off and everything has been fine since.

Does any one know where the grid on/off information is stored?
 
Yea I think you are correct. Now that I think of it, I do not believe that "withdrawal" comes into effect until they are 'losing' the battle (perhaps by a certain ratio, I'm not certain ... possibly even by an HP threshold but I doubt it, especially considering the possibility of both units having very low HP left near the end of the battle)

Therefore if two units have 10% withdrawal, both units would have a 10% chance during each round of combat that they were 'losing'*

*losing as defined by the code, perhaps by some HP:HP ratio that was decided as early as CivIV pre-release and unchanged since as late as the last official patch (3.19) of Beyond the Sword.

Withdrawal occur when the unit would otherwise take lethal damage. The game then pick a random number between 0 and 99. If the units withdrawal chance is higher than the number picked it will withdraw. Otherwise it will die (unless it's immortal).
 
Withdrawal occur when the unit would otherwise take lethal damage. The game then pick a random number between 0 and 99. If the units withdrawal chance is higher than the number picked it will withdraw. Otherwise it will die (unless it's immortal).

Cool! ;)
 
What happens if the number is higher than 100%? In Magister's mod if you have the Defender trait or Horselord you can get up to 105%.

Without them you can get a mounted unit to a 95% withdrawal chance.

I've still seen mounted units with full withdrawal chance killed, but it is difficult. Seems to work a lot less when you are attacked, than when you are attacking.
 
I don't think that withdrawal works while (defending) inside a city.
 
I think withdraw chances are smaller when you are attacked for the inherent withdraw chance, the promotions I think work as well in defence as in offence.

I have seen many Illians units walk out of their cities when I have attacked them.
 
something that imho could be improved in the current version is the way AI chooses which religion to adopt. they seem too content with staying with the first religion they get, which tends to result in early religions dominating. I'd love to see them go for their favourite religions and shoot for heroes like in WM/MoM.

also I'll second the guy who claims hyborem tends to spawn on the southernmost tile in premade maps.
 
I would like to see a return to how religions work in civ4. i.e. you just can't spread religion by giving away a tech. Or perhaps the AI would not be so happy to accept religious techs that are not in their theme, nor research them. In my last game Basium decided he wanted corruption of spirit.
 
any chance you can include the Citystyle modmod and Mokeyfinger's Visible Forests for Elves in the next release? both don't alter gameplay but enhance the experience :)
 
Recently I found an issue in the PuppetState code. I couldn't form a puppet state from a city I captured. The following code in CvDLLButtonPopup.cpp was causing this:
Code:
bool bPuppet = (player.canMakePuppet(pNewCity->getPreviousOwner()) && 
		!pNewCity->canJoinPuppetState(player.getID()) && 
		[B]!GET_PLAYER(pNewCity->getOriginalOwner()).isBarbarian());[/B]
The city was captured from the Barbarians a long time ago (Not even by the current owner). I don't know if that behavior is intended, I believe not. I changed it to
Code:
bool bPuppet = (player.canMakePuppet(pNewCity->getPreviousOwner()) && 
		!pNewCity->canJoinPuppetState(player.getID()) && 
		[B]!GET_PLAYER(pNewCity->getPreviousOwner()).isBarbarian());[/B]
 
[to_xp]Gekko;11923157 said:
any chance you can include the Citystyle modmod and Mokeyfinger's Visible Forests for Elves in the next release? both don't alter gameplay but enhance the experience :)

I don't know anything about Visible Forests but the Citystyle modmod is pretty cool. Nice graphical addition to the game.
 
Could you expose a leader's ReligionWeightModifier to python, and make it so that the revolution code will never give a leader a state religion with a -100 weighting?

I just added some code to my modmod that I think will prevent players generated from revolutions from having the religions that they would otherwise never be able to adopt (edit: I better try again, as it didn't work), but it would be a lot more elegant if I could just check the religion weights instead of hard coding it to check for specific religions and civilizations.
 
Today I am playing a huge WorldOfErebus map at prince difficulty. At turn 9 the game tells me that the heron throne is already built by another civilization. How does that possible the AI can build it that early. Is that possible a bug ?

EDIT: After investigate with the world builder, it seems Thessa pop a great engineer and gain fishing from hut. How lucky for the AI.:eek:
 
I haven't played this for some time. But what springs to mind is the AI popping an engineer from a lair and using him to built the throne. But a savegame always helps to diagnose this, mousep. I, howsoever, won't be able to do that.
 
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