Probably Improved Gameplay Mod

Now THAT is a great idea!
 
Yes, definitely an awesome idea. I rarely get any time to scan the project forums for new features to roll into BUG/BULL, so I would greatly appreciate pointers to new things like this. I'll check it out for BULL/BUG.
 
Okay, I've searched using Google and scanned the mod forums and download database. I can find no mention of any mod named "avoid <anything>". :(
 
Okay, I've searched using Google and scanned the mod forums and download database. I can find no mention of any mod named "avoid <anything>". :(

Just ask Afforess for the code. He actually added it in and it works just great. It basically delay, delay, delay until it is no longer possible the conditions that would cause unha/unhe. It is NOT like Stop Growth. Stop Growth is already there so you use it. What Afforess install just help to delay the inevitable :).
 
My apologies if this has been answered in any previous posts -can't really read all 32 pages. Are there any thoughts of:

  • Incorporating BAT into this FANTASTIC work? or
  • Upgrading to BUG 4.2? alternatively
  • Can I use the Blue Marble with PIG v 0.83?
Thanks in advance.
 
My apologies if this has been answered in any previous posts -can't really read all 32 pages. Are there any thoughts of:
That's quite alright! I can't stand reading through many pages either. :)
Incorporating BAT into this FANTASTIC work? or
Out of the question I'm afraid, as BAT is a HUGE download. I've been thinking lately about seeing how easy it is to merge the two and provide instructions for people who want to do it, but I'm having trouble even obtaining the mod because of its size.

I'll have to get back to you about it, but for now, no BAT for PIG unless you manage to merge them yourself. I can't see any real reasons why they shouldn't work together. BUG and BULL are obviously designed to be compatible with it, and I don't think Better AI would have issues with it (:lol:).

Oh, and if you do try merging them, let me know if you are successful because it would be useful to know.

Upgrading to BUG 4.2? alternatively
BUG 4.2 is in the next release, which isn't too far away actually. BULL is also in the next release. :)
Can I use the Blue Marble with PIG v 0.83?
Blue Marble installs itself to CustomAssets so in general it will work with any mod that doesn't mess with terrain graphics (someone correct me if I'm wrong).

In short, BlueMarble is 100% compatible with pig. I usually use it myself.
 
I've always been confused as to what BAT actually is. There's so many mods with acronyms that all start with the letter B (BULL, BUFF (?), BAT, BUG) that when I first came to this forum I was like "ARRRRRGGGGGHHHHH!!!!!" Which is what?

Perhaps that's why I love PIG so much, it's an easily identifiable acronym that includes that whole mess of B-letter acronym mods. :lol:
 
Hi folks is it possible with this great mod to define the number of ai players like in 'custom games' in order e.g. to play in a big map against 10 ai players? Thanks!
 
BUFFY is not in PIG, nor is BAT. Some parts of BUFFY are in PIG only because they are from BULL.

I questioned the naming of the BUFFY mod some time back (I really don't see why it couldn't just be called Hall of Fame mod again) as its name was basically the result of an in-joke.

For all intents and purposes, BULL is an optional part of BUG. I don't know of anyone who'd use BULL without also using BUG. BULL's inclusion into PIG was an easy decision because PIG is already an SDK mod which includes BUG as one of its most important features.

Better AI and BUG pretty much tie for most important part of PIG. :)

I'm acronym'd out for now. :lol:
 
Hi folks is it possible with this great mod to define the number of ai players like in 'custom games' in order e.g. to play in a big map against 10 ai players? Thanks!

Yes. The Custom Game menu is a part of PIG as it is in Beyond the Sword already. From there you can choose how many AI players there will be by setting them in the left-most column.

There is a hard limit of 18 civs in game, just as there is in Beyond the Sword.

I am undecided yet whether to build a DLL which allows more than 18 civs per map. At this point it is not on the todo list.
 
Actually if I use this mod I do not see any custom game menu... will check again. Perhaps I am going to upload a screenshot. Just to mention:I start the game with them PIG shortcut from the desktop - no other changes to the game environment besides the mod.
 
That's odd. My suggestion would be to empty your CustomAssets folder first of all, but I don't know if that will do anything.

PIG really shouldn't cause the Custom Game option to disappear.

Do you use any other mods? If so, does it happen to them too?
 
I think it's a good idea. Mass Media would make the most sense IMO. Putting it on Ecology would kinda be a nerf that tech doesn't need.

Thanks for the suggestion.
 
The BUG FAQ explains what each piece of the BUG puzzle is. If I missed any, I'll need to beef it up. Essentially, BUG is BTS Unaltered Gameplay, and BAT is BUG + BULL + a bunch of graphics mods. BUFFY is BUG + BULL + HOF stuff. Yes, BAT is a huge download, but that's kinda the point of that mod: lots of eye candy.

In any case, Whales should obsolete at Ecology. It makes sense and by then you can easily get the happiness elsewhere. Mass Media doesn't really make sense (Whale Wars?? c'mon!). I wouldn't both changing it except I never get to use whales. By the time I can get to them, Combustion is a few turns out. It's a whale conspiracy!!! :aargh:
 
In any case, Whales should obsolete at Ecology. It makes sense and by then you can easily get the happiness elsewhere. Mass Media doesn't really make sense (Whale Wars?? c'mon!). I wouldn't both changing it except I never get to use whales. By the time I can get to them, Combustion is a few turns out. It's a whale conspiracy!!! :aargh:

I agree with PoM actually, Mass Media makes more sense in regards to realism and improves gameplay in my opinion. Whales provide +1 :), Mass Media is largely responsible for putting the focus on whales and the protection of them. It becomes a political issue which is why it makes sense that Mass Media obsoletes the +1 :) effect.

Ecology does not need a nerf.
 
I went ahead and played a game today to test another Religious setup. This time I went up to Immortal difficulty. To top it off I got a horrible starting location, but luckily enough I was isolated with only Pacal to worry about and he's generally a pushover.

Once I reached Theology and Divine Right I saved, exited the game, edited the XML files to reflect the changes in my post to simulate the effects of getting the techs.

I've uploaded a .zip file with the save games AND the modified .XML files if you want to give it a try.
 

Attachments

PIG Mod v0.90 has been uploaded.

There are not a lot of changes this time, but the whole SDK has been rebuilt using Fuyu's Better AI + BULL merge. The python exception from unit movement is gone, and I'm fairly confident the OOS issue for MP is gone too. Please report any bugs if you do see them.

Also, please report if you see global warming or nuclear winter actually happening because I haven't seen any yet.

Changes:
-Rebuilt entire SDK from Fuyu's merge of BULL and Better AI.

-iPower for catapult had been set to 6 (up from 5) (maybe from Better AI mod).
-iPower for cannon is 14, up from 12.
-Ipower for artillery is 19, up from 18. For mobile artillery it is 28 up from 26.
-Workboat is not military production (this was already in PIG but undocumented). It also has 0 military support cost.
-Battleships require Artillery tech. (this was introduced in 0.82 but it was absent from the changelog)
-All changes to Stealth Destroyer removed except: The Escort AI has been removed from them though.
-Terrace is 1:culture:. (this was undocumented before)
-iPower for missile cruiser is now 42. BtS it was 14. Previously in PIG it was 40 I think.
-GWMod has been fixed but it's difficult to test. Please report it if you actually see it happening in a game - it would help to see a gamesave too.
-Whales obsolete with Mass Media instead of Combustion.
 
I want to revisit the discussion on lumbermills and forest preserves. I've found the AI has been building a large number of forest preserves which seems to be a problem sometimes. However, I still think the lumbermill could be introduced earlier.

I am considering going with the suggestion to simply move lumbermills to Machinery and leave it at that. Can anyone point out a significant problem with that? It boosts the power of Machinery a bit, encouraging less of the top path of the tree which high level players commonly take, and it encourages deviating from the religious path a bit as well. Importantly, it also gives a reasonably early-game alternative to forest preserves as a forest-keeping improvement. Flat grass lumbermills will be a pretty awesome tile but to use the lumbermill requires you don't get the bonus from chopping it and you won't be cottaging or farming it - both things that are usually best for grassland tiles. It will increase the viability of the woodsman promotions which might even need toning back soon. Bringing W3 back to 50% forest/jungle attack (from 60) is on my mind at the moment, but leave the 10% healing (instead of 15%) nerf in place.

Getting to Machinery is expensive technologically and lumbermills are relatively expensive as far as improvements go. It will probably increase the significance of war-time tactical manoeuvring, a bad thing for AI.
 
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