A very weird bug, the active unit on the hill is in fog of war (Mobility 2 is for having it still active)
I'll look into this. While it doesn't seem too bad for a human, it could be pretty nasty for an AI.
A very weird bug, the active unit on the hill is in fog of war (Mobility 2 is for having it still active)
Have you implemented jDogg5000's AIAutoplay into this? That could be nice to see how the AI play a bit.
Version 0.06 is released. It should not break save games (on 0.05) Note that it still is for FfH II 0.22h.
Note that this is mostly a couple patches for problems revealed by gandalf51's testing. If you aren't experiencing these problems, you might not want to bother with this version.
The visibility bug is corrected but not the ressources bug.
I've made a new game and added ressources/tech/workers with the worldbuilder to test. Iron, mithril and incense are still not working.
Am I the only one to have these bugs with ressources ?
I am puzzled, then- this means either one of two things:
1) The array that's holding resources/city is being overwritten by another variable (likely another array).
2) The number of resources/city isn't incrementing in the first place.
I'll have to look into this more.
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At least in both your saved game and my attempt, all resources with any problem were along the initial river. One reason that there's virtually always an initial river in Smarter Orcs is that the BetterAI code goes out of its way to create one.
So my present guess is that that initial river isn't altering its plot groups correctly.
.............
I've tried resources in square without river, sea or lake nearby and it still does'nt work with incense, iron and mithril
Yeah; I hadn't posted it, but when I tried an internal version with a plot group re-calculation after the initial river creation, that didn't help. I'm going to have to delve further into the plot group code.
Why not use the plot group code not modified (with .22) ?
And I don't see the link with AI improvments
Yes. However, working on it so that it will understand magic at least as well as a bad human player will be a multi-month task. At the moment, I'm focusing on fundamentals that will be necessary to support the ability for a reasonable magical setup, so that improvements on unit AI to use spells better will actually have significant value. To put it another way, if the AI can't cast the spells due to poor choices in resources, buildings, technology, promotions, or units, knowing how to cast them has very little value. By itself, this looks like it will take a couple months.Just posting to indicate interest and to bump the thread. After this weekend I'll be sure to drop off a save or three. Keep up the awesome progress!
Oh, and out of curiosity, have you figured out why the AI can't understand magic?
Thank you. As you may be aware, the canonical way to develop expert systems is by interviewing a single expert. While I thought I probably could do that, I figured I'd take a shot at doing it through a quiz on the boards. Quite frankly, I was blown away by the quality, and number of responses I received on the first quiz. I got far more material than I could use at first; probably 20% of it needs to be saved for later use. Frankly, I think I got better information than if I'd interviewed a single expert, although it does require me to be more of an expert (both the construct the quiz, and the interpret the answers).I am really amazed byt what you do and how creative your way is to approach it (i am referring to the poll in the strategy forum).
One of the hopes of this mod is that it develops some things worth stealing into the main modI hope you make sure to stay in close contact with Kael and Talchas, to make sure some of your effort can be saved into FfH Shadow and that you make most use of the improved BtS AI, without doubling your work... but in a way its already great to see a better AI mod for Fire!!!
Keep up the valuable work![]()
In any case, this is as good a place as any to mention that Smarter Orcs will likely stay with Vanilla-based FfH II for a while after the main BtS release (i.e. likely 0.23c, once I perform that merge). Eventually it will move to BtS, but I'm not planning to make that a high priority in the near future.