bumpyglint
Warlord
- Joined
- Aug 19, 2016
- Messages
- 212
After work I'll try to understand how it works and I will post it hereIt's in the logs folder which is next to the mods folder. It will be called AI_BehaviorTrees
After work I'll try to understand how it works and I will post it hereIt's in the logs folder which is next to the mods folder. It will be called AI_BehaviorTrees
Attached the log, turn I noticed it was 65 (but it happened also some turns before and some turns after obviously). No idea how I can understand what player number is the right one anyway. It's benjamin franklin in the save file (turn 65) I attached in my previous message, how can I distinguish which one is him?Great news that I got air units to work. Terrible news that they aren't taking the city.
It means the base game behavior tree is broken there. So I will have to create a custom test to solve it, or someone needs to give me the Behavior Tree log, and tell me what turns it happened, and what player number.
And from what I could read about it, Sid Meier didn't like the way the game evolved in Civ3 and Civ4, considering that it was getting too complex and time-consuming.
The player number is the number they are on the banner provided you've met everyone. you are 0, the one to the right is 1, the one to the right of that is 2, etc.Attached the log, turn I noticed it was 65 (but it happened also some turns before and some turns after obviously). No idea how I can understand what player number is the right one anyway. It's benjamin franklin in the save file (turn 65) I attached in my previous message, how can I distinguish which one is him?
edit: sorry I didn't specify this, I was still playing with 2.02, not 2.03, I finished the match with the mod that was available when I began it
I just wanted to say great work on 2.03! I have a game in exploration that was getting a bit dull and I was resting on my laurels after a huge military victory early in the era against a distant lands power. My homeland cities were mostly unwalled and defended just with swordsmen or heavy archers. Suddenly, *FIVE* AIs all DoW on me over 2 turns (it started with 2, and then I think alliances brought in the other 3 on the following turn). I am now spending the end of the era in a mad scramble to try to defend my territory instead of the dull score-maximizing gameplay I'm used to. They didn't mount any big offenses but it's still a massive improvement over anything I've seen before!
Regarding the naval AI, I can confirm he behavior mentioned above. Sometimes civs I'm at war with will sail their ships through my territory and not respond at all to my attacks or pick off easy targets or anything. I've also seen this with land units, but mostly IPs and what appears to be happening is that they're travelling to some other location to begin an attack there and can't deviate from that.
My question is what would the point of building any world wonders be if the majority don't contribute to any victory condition at all? I like the idea that religion is now at least tied into culture, and I honestly like the idea behind hybrid victory conditions like economic, that can be achieved off of peace or expansion/conquest
This is the picture, so Benjamin should be n.4The player number is the number they are on the banner provided you've met everyone. you are 0, the one to the right is 1, the one to the right of that is 2, etc.
Reminds of my previous game where I was marching thru the continent ‘liberating’ IP villages and Himiko denounced and closed her borders when I was least expecting. My commander was boxed in on the coast swarming with 4 IP galleys, for the next 40 turns!.. finally I levied a galley to distract them just 2 turns for my commander to swim thru, he barely made it. Fun memoriesI am working through a similar scenario and it is nice to see.
Currently 50% in exploration. I was at war with Napoleon and was marching through his territory when all of a sudden 3 AI declared war on me all on the same turn. And I was left totally exposed in my rear area. All of a sudden, it has turned into a game again. Which is great!
Super entertaining to watch and great publicity for this mod and the topic of AI. The more AI is talked about, the quicker devs may prioritize, and this mod can keep pushing the limits even further!
Perfect, can you please point me to where you've attached the log. I am not finding it.This is the picture, so Benjamin should be n.4
Yes, but I continued more work on it last night and removed it.Wasn't there a new test version for download, or was it taken down. I swear i saw it yesterday
No problem, I attach here again both the behavior tree and the savePerfect, can you please point me to where you've attached the log. I am not finding it.
I only see the save attached, not the log.No problem, I attach here again both the behavior tree and the save
It is the value of the units required for garrison. It's for the AI keeping some units actually garrisoned in their cities.These changes look simply amazing! Just to clarify, is this the priority value for garrison, or the CS bonus for garrisoned units?
We do not change gameplay. This is the AI's settlement priority values. We do not change the game.What a list...
To understand those correctly: Is the actual cap increased or just the willingness of the AI to go over it? And if it is the former, does it apply to everyone or just the AI?
Excited to play with the new patch! I'm starting to have more fun playing non-deity for less strategic civs or leaders now. Thanks for the hard work!
Even before your patch, trying to get 7 wonders in antiquity was actually really hard against Deity + Standard (having 5 players competing for wonders is actually really difficult)
Just to clarify, the patch isn't out yet right? This is just a preview
Damn noticed it now, I attached in two previous message but I guess I can't attach csv...I'm at work now, I'll try again this evening, Eventually I'll change the format of the fileI only see the save attached, not the log.
We've made changes so the mods should still run even with the conflict.Hi. I've made a new civilization mod that added to the LeaderCivPriorities table. It was brought up to me that this mod adds to that table as well. I don't think there's really any conflict but I thought I would mention it as I'm sure people will want to run this mod as more civs are added.
Here's some code i've been using to allign Leaders with Civs based on attributes:
Code:DELETE FROM LeaderCivPriorities; INSERT INTO LeaderCivPriorities (Leader, Civilization, Priority) SELECT LeaderTraits.LeaderType , CivilizationTraits.CivilizationType, COUNT(*) FROM CivilizationTraits INNER JOIN LeaderTraits ON substr( CivilizationTraits.TraitType, 17 ) = substr( LeaderTraits.TraitType, 24) WHERE LeaderTraits.TraitType LIKE '%ATTRIBUTE%' GROUP BY CivilizationTraits.CivilizationType, LeaderTraits.LeaderType;