Real Strategy (AI)

Real Strategy (AI) 2.3.1

@Smity2k1
Defense buildings are somehow prioritized in the vanilla game. Hard to say why smoother difficulty would have such an effect, too many variables.
The first thing should be to check if walls are requested at all. There should be entries in city build queues. If there are, then we could check why they are not built i.e. what has higher priotities.
Play several turns (10+) and zip and post all logs. I might take a look.
 
Hello Infixo. I tried this mod with the new JFD's Rule with faith mods and found this in the lua logs:
RealStrategy: WARNING: GetGenericPriorities government GOVERNMENT_JFD_ABSOLUTE_MONARCHY not defined in Priorities
Runtime Error: E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: attempt to index a nil value
stack traceback:
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: in function 'GetGenericPriorities'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:994: in function 'RefreshAndProcessData'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1599: in function 'ActiveStrategyCulture'

Lua callstack:
RealStrategy: WARNING: GetGenericPriorities government GOVERNMENT_JFD_ABSOLUTE_MONARCHY not defined in Priorities
Runtime Error: E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: attempt to index a nil value
stack traceback:
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: in function 'GetGenericPriorities'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:994: in function 'RefreshAndProcessData'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1583: in function 'ActiveStrategyConquest'

Lua callstack:
RealStrategy: WARNING: GetGenericPriorities government GOVERNMENT_JFD_ABSOLUTE_MONARCHY not defined in Priorities
Runtime Error: E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: attempt to index a nil value
stack traceback:
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: in function 'GetGenericPriorities'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:994: in function 'RefreshAndProcessData'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1607: in function 'ActiveStrategyReligion'

Lua callstack:
RealStrategy: WARNING: GetGenericPriorities government GOVERNMENT_JFD_ABSOLUTE_MONARCHY not defined in Priorities
Runtime Error: E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: attempt to index a nil value
stack traceback:
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: in function 'GetGenericPriorities'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:994: in function 'RefreshAndProcessData'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1591: in function 'ActiveStrategyScience'

Lua callstack:
RealStrategy: WARNING: GetGenericPriorities government GOVERNMENT_JFD_ABSOLUTE_MONARCHY not defined in Priorities
Runtime Error: E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: attempt to index a nil value
stack traceback:
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:404: in function 'GetGenericPriorities'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:994: in function 'RefreshAndProcessData'
E:\Games\steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1615: in function 'ActiveStrategyDiplo'​

Does this mean the new government mod is incompatible with RS? It seems to have problems with Active Strategy and the differen to kind of victories, so does it mean the AI don't pursuit any victory?
 
@cuso210
If you want to use new gov types, you need to define flavors for them.
See RealStrategy_Params.sql, there is a section about govs clearly commented.

But the actual error is from missing flavors for a new category of a city state. Are you using mods that add city states?
 
Ok, I'll see about the new governments.

About the city states, yes, I'm using a beta of the new versión of civitas city states. Is that the incompatible One? Does it prevent the ai to compete?
 
Nice, thank you very much. I had a game with RS in emperor, along with Jam's difficulty mod, the RwF governments and the city state and saw some AI not doing much (for example the ottomans, with a continent for themselves, didn't advance un the tech/civics tree and didn't attacked anyone, just mantained some cities. I'm guessing the missing valides caused this
 
Ok, thanks for the help. One last question: I see in the .sql that flavors must be defined for wonders and beliefs as well. If I use Religion expanded (new beliefs) and some community wonders, should I also define flavors for them?
 
Now that the IOS version has been updated to include rise and fall can this work with the newest version?
 
@Ipadcivfan @chi7891
I don't have R&F on iOS.
Maybe just try it out and let us know the results. Run several turns and post log files, so I can check if things are ok.
I can upload logs tomorrow but I put the compatibility line in your mod (which helps the few mods that still work) but it doesn’t even show in the load files as being an active mod which usually means it doesn’t work. Correct me if I’m wrong. But it seems it doesn’t work with iOS new update like a lot of mods unfortunately. Is there anything else I can upload to maybe help with this?
 
I can upload logs tomorrow but I put the compatibility line in your mod (which helps the few mods that still work) but it doesn’t even show in the load files as being an active mod which usually means it doesn’t work. Correct me if I’m wrong. But it seems it doesn’t work with iOS new update like a lot of mods unfortunately. Is there anything else I can upload to maybe help with this?
Version 1.4.2 should work as it is, no changes should be needed. So, if you did any changes to the files, please revert them.
After that, even if the mod does not appear in the list, please post log files because modding.log will contain info about why it is not properly recognized (if that would still happen).
 
Version 1.4.2 should work as it is, no changes should be needed. So, if you did any changes to the files, please revert them.
After that, even if the mod does not appear in the list, please post log files because modding.log will contain info about why it is not properly recognized (if that would still happen).
Okay I will try this after work. I tried the 1.0 version that on front of this page said to use for iOS. I will run some turns and post the logs.
 
Ok, I'll see about the new governments.

About the city states, yes, I'm using a beta of the new versión of civitas city states. Is that the incompatible One? Does it prevent the ai to compete?

Out of curiosity, what did you decide on with this? What flavors, values, etc.
 
okay so version 1.4.2 doesnt even load it breaks but i downloaded version 1.3.1 latest version that works but still doesnt show. Here is my modding log.
 

Attachments

  • Modding.txt
    159.1 KB · Views: 73
The log shows that the mod has loaded.
[2462845.812] 99D9DDFE-85FB-2D92-1893-92A015B5899A (Real Strategy)
[2462845.812] * RST_DB_Main (UpdateDatabase)
[2462845.812] * RST_DB_Aztec (UpdateDatabase)
[2462845.812] * RST_DB_Poland (UpdateDatabase)
[2462845.812] * RST_DB_Australia (UpdateDatabase)
[2462845.813] * RST_DB_MacedoniaPersia (UpdateDatabase)
[2462845.813] * RST_DB_Nubia (UpdateDatabase)
[2462845.813] * RST_DB_IndonesiaKhmer (UpdateDatabase)
[2462845.813] * RST_DB_Expansion1 (UpdateDatabase)
[2462845.813] * RST_DB_Leaders_XP1 (UpdateDatabase)
 
Top Bottom