Smarter Orcs (a FfH II mod)

ok, just assuming this is related. I haven't really played Basium/Hyboreum much at all.

First issue is real minor: options reverting to default after switching to Basium(namely: wait at end of turn, quick offense). The check box is still marked but they both act as though they are not. unchecking and rechecking them resolves the issue.

Second is the teammate (Basium or your previous civ) likes to gift all their resources to you, 1 every turn. Occassionally they will cancel the gift made last turn, only to offer it again the following. I assume this will follow suit when configuring teams in custom game.

Kuriotates gifted all their dye, sheep, each mana, pig, etc.
Malakim strangely gifted 3 mind mana(1 at a time) with only 2 nodes, one with mind, one with life(gifted life too).
Basium gifted all mana and then pig once he acquired it.

An afterthought, I don't recall having an actual plot of any of the resources given. That is my civ may have obtained a resource but it was not through a node, pasture, farm etc. If that's the case then the AI is just not limiting itself to holding onto the last of a resource.

Sorry I didn't save anything as an example :( Just wanted to put this up here as something to keep in the back of your head.

PS much love for the path fix! I didn't even realize there was system path info in any of the python files. Will have to poke around more to see if there are any others. If no other recourse comes up, that file could be written on the fly from an nsis installer.

Yes; these sound like issues. I've never played Basium, and I gave up after a couple attempts, but I can fake it in world builder to test it.

P.S.: The next release is taking longer than I expected. I'm now hoping to release the defect fix early next week.
 
this just dawned on my while making a different post. is there anyway you can increase the weighting on rathas for the dark elfs so that we can see this bad boy more often? hell i would rush him jsut like the other early racial heros.
 
Currently, I could make the Sidar weigh the prereq tech (poisons) higher. Once they have the tech, they should build the hero soon enough. As far as I remember, weighting (and flavoring) doesn't really work for units yet; this is one of the things we'll address soon as I collect my thoughts on the issue and distill them into a wiki article filled with wonderful todolists for xanaqui, my loyal coding monkey.
 
I was looking through the xml file for techs and there are flavors that were added. DISCIPLE, EVIL, GOOD, 'CIV NAME', WEIGHT?, etc... I'm not sure exactly what all these do, so I was just going to leave them alone. So, I'm thinking that the higher the weight, the more likely a civ will research that tech? Does it add up the total of all weights when considering?

The reason I'm looking at this file is that the light bulbing for :gp: is nearly useless in the beginning to mid part of the game (I haven't tested the late-game). For example, a great scientist will bulb writing, math, alchemy, and a great prophet won't bulb anything. I know your plates are full and that I wrote that I thought it would be wiser to hold off on this until the ai for magic is incorporated. But, I was driving myself crazy playing the Sheaim and trying light bulb something on the way to CoS. So, I figured maybe I can take a crack at it. I have no idea what I'm doing...:crazyeye:
 
Loderunner: first of all, regarding the flavors you saw, that's the system I used to nudge certain leaders down a certain tech path. The names should be pretty straightforward: flavor_evil are things that apply to evil civilizations, for instance, or flavor_horse are things that apply to civilizations who like to have cavalry in their army (one comes to mind ;P). The higher the number the more likely the AI will pick that tech. If you look into the leaderheads file you can see which leader has which flavors.

To be honest, I don't quite remember which attribute governs what great person can research the tech. A good starting point would be this page:

http://civ4wiki.com/wiki/index.php/CIV4TechInfos
 
Currently, I could make the Sidar weigh the prereq tech (poisons) higher. Once they have the tech, they should build the hero soon enough. As far as I remember, weighting (and flavoring) doesn't really work for units yet; this is one of the things we'll address soon as I collect my thoughts on the issue and distill them into a wiki article filled with wonderful todolists for xanaqui, my loyal coding monkey.

Weighting should work. iAIWeight for Rathus is set to 200, though, so I suspect that isn't the issue; it may be when the technology is researched. The flavors for units presently only impact what that unit will pop for a technology.
 
Two fixes:

1) Multiplayer should (hopefully) work. Testing on this fix in multiplayer is weak; please report if you are still seeing re-sync issues. Note that this changes when bonus evaluation is done, so you may see some minor changes in single-player. Bonus evaluation should be marginally less accurate overall, turns should be slightly faster, and saved games should be slightly larger.
2) A fix about bonus evaluation while a player has no capitol (example: Hyborem prior to building a city) was added.
 
Will test 015 in multiplayer extensively this Sunday. Looking forward to it :)
 
Warning: this will break saved games.

The largest feature for version 0.16 is speed; I'm noting roughly a 20% reduction in wait time between turns. There are also a number of defect fixes (many of which are for variant maximum HP amounts - like Fair Combat- so that damage scales properly), the largest of which are a reversion to how high strength fire units used to work (they can smoke Jungle/NewForest, not Ancient Forest), and a fix to Mind Affinity (it was using the wrong mana). There was also a fix for some rare sprawling issues that caused crashes.
The most obvious AI change is that the AI can now react to barbarians; if the AI looses enough units in a short enough timespan to the Barbarians, it will move to a war footing. This appears to make the AI players much more resilient against Raging Barbarians in particular. Barbarian research has also been affected - I've both increased it, to help account for technology tree changes from Vanilla, and scaled it by game speed, world size, and start era.
Somewhat less obvious changes are that the Warscript will now get the AI to plan a war (instead of immediately executing it), and a few improvements to Khazad AI such that they will actually strive for Overflowing coffers.

Changed files (since 0.15):
GlobalDefinesAlt.xml
CustomFunctions.py
CvEventManager.py
FFHSpells.py
CvGameCoreDLL.dll

New XML variables (in GlobalDefinesAlt.xml):
BARBARIAN_LOSS_MEMORY_TURNS - the number of turns that an AI remembers a lost unit to the barbarians.
BARBARIAN_LOSS_THRESHOLD_UNITS - the number of units that the AI needs to loose within BARBARIAN_LOSS_MEMORY_TURNS to enter war footing against the barbarians. Note that conversely, if this isn't met, the AI leaves war footing with the barbarians.
 
That sounds good; Kael should take a look at these changes when he gets a chance!

Definitly! I love what xanaqui42 is done and I watch it closely.
 
Hmm, I can't wait until I can make FfH a regular hobby again...
 
I am having difficulties getting withdraw to work properly using Fair Combat in version .16. Over several 300+ turn games, withdraw has only triggered once by an attacking mercenary (?). Upgraded horsemen weren't triggering at all. I assume it's due to the trigger not checking until the HP of the unit is <10 or so, whereas the mod changes it so this almost never happens.
 
I am having difficulties getting withdraw to work properly using Fair Combat in version .16. Over several 300+ turn games, withdraw has only triggered once by an attacking mercenary (?). Upgraded horsemen weren't triggering at all. I assume it's due to the trigger not checking until the HP of the unit is <10 or so, whereas the mod changes it so this almost never happens.

You are correct (save for the reason); this is a more generic Smarter Orcs defect. It will be fixed in the next version.
 
Did you make the AI more likely to search for a better place for its first city? My AI ally moved his settler around for 5 turns before finally settling here:

Spoiler :
tansuke.jpg


6 ressources in the fat cross, nice work Tasunke. I only see 2 small problems there :rolleyes: Looks like a restart...
I have honestly no idea if this has something to do with SO, but in vanilla I have never seen an AI running around with its starting settler for 5 turns and chosing such a bad spot.
 
Did you make the AI more likely to search for a better place for its first city? My AI ally moved his settler around for 5 turns before finally settling here:

Spoiler :
tansuke.jpg


6 ressources in the fat cross, nice work Tasunke. I only see 2 small problems there :rolleyes: Looks like a restart...
I have honestly no idea if this has something to do with SO, but in vanilla I have never seen an AI running around with its starting settler for 5 turns and chosing such a bad spot.
Yes; the Vanilla AI won't move the initial settler. I gather that the current algorithm doesn't sufficiently account for the negative effect and duration of Jungle. I'll look into changing that soon.
 
I've stumbled upon python error causing CtD. I'm not sure if it's Smarter Orcs (0.16) or "vanilla" 0.23c FFH related, but rather former than latter, so here it is.
 

Attachments

Back
Top Bottom