Hi all,
I have posted a new version of this mod in the downloads database:
http://forums.civfanatics.com/downloads.php?do=file&id=11721
I tried to put the file in the original thread post, but have had some trouble with this.
Version B 0.30 includes Better BTS AI 0.60, and allows up to 34 civilizations. Only the CvUnit.cpp, CvPlot.cpp, and CvDefines.h have been modified from Better BTS AI 0.60.
Version B works differently from the other versions I have posted so far. It is not necessarily better. It is just different.
The Submarine has the following SeeInvisible tag:
01,02,03,04,05,06,07,08,09,INVISIBLE_NUCLEAR_SUB,11,INVISIBLE_SUBMARINE
In this mod the 01, 02, 03, and so forth tags are just placeholders. The probability of seeing an invisible unit is higher the farther out you put the SeeInvisible tag. I use a Fibonnaci sequence style calculation. Each iteration of the loop increases the probability of seeing the invisible unit by the fibonacci sequence. The first round (position 01) has a 1/987 chance of seeing the invisible unit. Then it is 2/987, then 3/987, then 5/987, and so on.
To make a unit easier to see, put it farther to the right in the sequence, say position 16. To make it harder to see, put in farther to the left like in position 01.
Battleships have a low probability of seeing Submarines, only 2 out of 987, as may be seen below:
Meanwhile, Attack Subs have higher odds as may be seen below:
01,02,03,04,05,06,07,08,09,10,INVISIBLE_NUCLEAR_SUB,12,INVISIBLE_SUBMARINE
If you set the SeeInvisible for the relevant unit far out enough, it will have 100% odds of seeing the invisible unit. This is the main difference between this version and previous versions.
I hope my explanations are clear. If they are not, please ask and I will clarify.