[MOD] More Naval AI

[to_xp]Gekko;12131200 said:
yes, unchanged from vanilla

Hmm I wasn't sure what you meant so I did a test.
Axemen can use mithril (this is changed in EitB).

I don't think this is balanced.
Would you rather have 2 s8 champions (120 hammers) or 1 s10 champion (120 hammers)?
 
My friends and I regularly play LAN multiplayer and have had to abandon many games do to recurring OOS's.
After reading Thoal's comment about kuronites possiblely causing OOS's we have been manually assigning civs when we start games to exclude them. Since then OOS's have become practically nonexistant, 99% less than we had before. Although I'll miss the centaurs thanks for the heads up.
 
Main issue seems to be the AI - No Minimum Levels option. It's letting the AI build mages directly which is throwing everything off. I suspect the medieval start is confusing the AI as well.

Edit: Turns out the culprit is the way that AIweights are calculated in AI_unitValue(). I'll fix this for 2.42

I thought the large stacks of mages was already a problem without that setting turned on, as I turn it on most of the time to avoid the AI being gimped without many mages (especially archmages). It's simply to easy to pick off their higher level units IMO.
 
it's only a DLL for now. if you check the visible forests for elves thread there's a MNAI tweaks file which includes it, you can use only the DLL if you want
 
Would it be possible to stop the AI from suiciding stacks on Acheron? I think Acheron is an interesting feature, but it also makes the game significantly easier, as the AIs seem to give capturing the city high value.

For example in one game the Luchuirp attacked Acheron's city with a 15 unit stack of catapults, golems and Barnaxxus. The end result was most of the units dying without taking the city. At the time that stack was probably the most powerful military force in the game.

This was happening with the 2.3 version of the mod. I've since then upgraded to 2.41, and I play with Acheron off, so can't say if it would still happen.


Tholal, can you confirm this has not been addressed post 2.3 ?



EDIT: I've also noticed that sometimes one of the AIs never settles a city. I was using the ErebusContinent map script with a huge map and one extra civilization over the default. The Bannor never settled anywhere, and traveled all over the world with their settler and warriors. This has happened in both 2.3 and 2.41.



I tested this yesterday, both my starting setter and Calabim's moved on the same tile. mine settled, kicking him out. surprisingly, on their next turn he moved away, stacking with their starting warrior. however, after this the two of them proceeded to never move again.
 
[to_xp]Gekko;12142177 said:
I tested this yesterday, both my starting setter and Calabim's moved on the same tile. mine settled, kicking him out. surprisingly, on their next turn he moved away, stacking with their starting warrior. however, after this the two of them proceeded to never move again.
I noticed the same issue with Hyborem a couple of times already. He would never settle and never move just stand there with his little stack.
 
Tholal ... for the love of god 'unfix' the Golden Hammers :(

Or at least make it documented in-game/ make more sense, anything
 
I played an AW game.
To spice it up (when it looked like I'd win), I summoned Hyborem and became him.
2 seconds later, my settlers were captured and I lost.

Is there a way to make a settler unkillable T1, or stack all the units on one tile (for Hyborem).
What happened to the Luchuirp?
 
If a Golden Hammer is picked up by a unit, it is FOREVER banned from becoming a settled engineer :(
 
Yeah thats unnessecary.
Why do the luchuirp need a nerf?
I'm not saying you have to balance it, but no need to make it worse.
 
also, I now definitely feel that Hyborem not creating demonic citizens in captured cities is a bug (EitB does it)
 
:dito:
As is (IMO) lanun being unable to build coves on resources.
 
:dito:
As is (IMO) lanun being unable to build coves on resources.
That works as the description of pirate coves says, so I assume it's intended. 3 tiles away from any other cove, only on coastal tiles which don't contain other resources. (Btw I think coves are mightly strong as they are. No need to boost them more.)
 
yeah no demonic citizens is most likely a bug.

also I agree about the luchuirp worldspell, it was a known feature and it still required you to sacrifice troops and turns ( the sooner you do it, the less hammers you stack, but the hammer cost of the warrior/scouts sacrificed are more significant early on. doing it later on requires sacrificing more troops and spending more turns travelling to the chosen city )
 
My friends and I regularly play LAN multiplayer and have had to abandon many games do to recurring OOS's.
After reading Thoal's comment about kuronites possiblely causing OOS's we have been manually assigning civs when we start games to exclude them. Since then OOS's have become practically nonexistant, 99% less than we had before. Although I'll miss the centaurs thanks for the heads up.

Yeah, you can't play multi-player with them. It makes no difference whether they are AI or human: after fifty or so turns the game goes OOS on every turn.
 
Playing over Remobo (like Hamachi), my friend and I can't seem to get past a few turns without going OOS.

Previously Tholal said to post the OOS log as an attachment but I don't have a log called OOS.
I've enabled logging and synch logging and have 13 log files. Which are the important ones to post here?
 
are both on 1.41?

once we tried 3 on 1.41 and one (unknowingly) on 1.4

we OOS'd on turn 14



---> also, the mere existence of the Kuriotates in a game tends to cause OOS for some reason. Its not a guarantee, but it happens a lot.
 
Both on same versions of everything. Did complete re-installs to make sure using the same files.

Also, made sure the Kuriotates were not involved.

Have some log files, just don't know which ones people here want. Thanks for the help!
 
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