Patch M Mana slaves

Whilst we at it, can the AI make some kind of sensible suggestions for mana? Contrary to the propaganda spread by Jack and the Beanstalk , they never let me sell my Cow for their mana (and quite rightly so), but they're always at my door expectantly imagining that I would happily like to sell my hard earned spare Fire Mana for a Fish.
 
Yeah, the AI seems to only look at its trade modifier when selling and not when offering deals randomly. At least if you offer to sell it rather than have them ask to buy it you get full price.

On the trade note, anyone bought death mana lately? Its modifier is only 30 (compared to 90) for some reason, if the AI gets it it should be not too bad to buy.
 
AI mana doesnt show up in my trade options(except for vassals etc of course).
 
If the AI is not your vassal or permanent ally, only surplus resources will show up. It must have at least 2 sources of the same mana to be able to trade you one.

It has nothing to do with whether the mana comes from a palace or not. If a palace gave 2 of the same mana one would be open for trading.

You also of course need to have a trade route with the AI in order to trade resources.
 
Apparently you are supposed to be able to use vassals as a way to get mana, at least for the ToM win. In the FfH2m manual it has Kaels notes on the ToM victory, he says he is trying to make it easier and one of the ways he is making it easier is by adding vassals and the ability to get their palace mana. Cool, I guess this is an actual bug then, not just an incontinence.
 
in my last Mercurian game i had an unstoppable force of march+mobility (+haste on the living), attacking on 3 fronts. i could take a civ in 4 turns, and vasalled 5 civs in a 20-turn block. i thin had loads of all sorts of mana, opening up all spell spheres, and upgrading units for a lot of free promotions.

unfortunatly the game was fairly much won at that time, so the ample mana was more of a fun toy to play with than anything game-changing.
 
+15 sources of mana should be incredibly powerful.

March and Mobility+Haste is very great combination.
 
I think that the whole Refuse and declare war mechanic for capitulated AIs should be removed altogether. It just makes no sense.

If someone is strong enough to beat you down so much that you surrender unconditionally than you should be his slave until you can actually break free.
 
I ran into this in my second game, and it ticked me off enough to write a small mod/patch to fix it.
In my game, vassals are forced to agree to tribute demands unless their own power, combined with that of all your enemies which the vassal could make peace with, is greater than your own.

If there is any interest, i can make it available...
 
YES THERE IS INTREST!

Upload it and I shall construct a shrine to you in my capital. How does across the street from the Hamster god sound?

Also, how hard would it be to port it to work with Fall Further?
 
I'll take it if you upload it. It shouldn't conflict with any of my mods as I havn't changed diplomacy at all. That would be very nice.
 
Please note that i'm still working on this mod/patch, and didn't test it extensively.
Right now only tribute deals can be forced on vassals. They still retain sovereignity when it comes to conversions/civics changes etc.

Patched dll
I have only played FFH2 for about a week, so i have no idea what Fall Further is. If it doesn't change the AI diplomancy functions too badly, it should be a matter of minutes to port the changes. Current source code as patches (apply with git am/patch under Linux/cygwin).
 
Fall Further (AKA: FF) is the main and most important mod for FFH2.
It can be found here: http://forums.civfanatics.com/forumdisplay.php?f=313

It essentially takes FFH2 and makes it better. Much better.

So I guess the only change is that someone should enter the FF DLL and change the values in it to match your code.

Can you release the source code in a format readable by a text editor? Becouse I have newer seen a .patch file before.


What functions did you edit and what are the changes?
 
Thanks, i'll check it out!

Patch files are readable by text editors and mark all the changes in a way that makes it possible to apply them automatically.

But if you want the source directly, that is fine by me. The affected files are CvTeamAI and CVPlayerAI. I believe i marked all changes with VASSAL_ADJUSTMENT_MOD tags in comment blocks:

Code:
  /************************************************************************************************/
  /* VASSAL_ADJUSTMENT_MOD                                    Till                               */
  /************************************************************************************************/

CvTeamAI contains a new function, AI_wantsToEndWar, and in CvPlayerAI the function AI_considerOffer was changed. I think that's it. Here are the affected source files. (My editor saw fit to change the indentation of CvPlayerAI.cpp. Sorry for that. I'd have reverted it, but i considered this patch for personal use until now.)
 
The reason why I am asking is becouse FF uses a different DLL than standard FFH2.
 
It looks interesting, but i couldn't find the source doe for the changed dll, so i can't patch it myself. If somebody else wants to, he/she has my permission to use/change my code.
 
How did i miss that yesterday? Oh well, here is the patched dll for Fall Further (source). I haven't tested it yet for this mod-mod, because i haven't downloaded it yet, but the relevant code is the same in FF and FFH. If there are issues, please let me know.
 
Back
Top Bottom