Smarter Orcs (a FfH II mod)

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.

Thanks. This is a Smarter Orcs defect. I'll try to fix it in the next release.
 
This is excellent work all - I've played some 0.14 and appreciate the changes a lot. And you seem to be gathering pace with the updates! I will continue to use your new versions for my future games, for sure.

Can I ask where development of magic user offensive unit AI fits into your priorities?
 
This is excellent work all - I've played some 0.14 and appreciate the changes a lot. And you seem to be gathering pace with the updates! I will continue to use your new versions for my future games, for sure.

Can I ask where development of magic user offensive unit AI fits into your priorities?
Thank you.

Is it really important? Yes. Is it really complex? Yes. Frankly, the rough priority list in my mind at the moment is:
1) Fix the OOS defect (and at least some of the other outstanding defects - the warscript one seems like a pretty bad one, as well).
2) Work on the promotion logic.
3) Work on the tech logic.
4) Start seriously working on spells, probably starting with grouped spells (summons) or divine spells, then branching out to others.

Of course, somewhere in there may be the BtS merge (which, judging from my prior merge work and the effort the FfH team is putting into it, is likely a couple months' work alone), so at the current rate, I'm not certain that much of #3 will be complete by year's end.
 
Firstly... Thanks xanaqui42 for all your efforts, it is really great.

I dont know if this problem is directly related to my system or smarter orcs. If someone could test the attached save that would be great.

At the end of the current turn there are several possible barb attacks, after any attack the game crashes.

BTW... How do I turn on python exceptions?
 

Attachments

[rough priority list]

That sounds like a good plan. I'm hoping the work on the promotions logic will go a long way! In vanilla FFH I've seen many an AI mage running around with just Combat promotions. I have however seen them cast spells occasionally (a few summons, a couple of Scorches and Acheron's Meteors, most tantalisingly!) so a few of the pieces seem to be there already.

I appreciate that sewing them together into something cohesive is a huge task though! It sounds like once the BtS porting is complete, that some of the casting AI will naturally improve for you too, and things will really be looking up!
 
That sounds like a good plan. I'm hoping the work on the promotions logic will go a long way! In vanilla FFH I've seen many an AI mage running around with just Combat promotions. I have however seen them cast spells occasionally (a few summons, a couple of Scorches and Acheron's Meteors, most tantalisingly!) so a few of the pieces seem to be there already.

I appreciate that sewing them together into something cohesive is a huge task though! It sounds like once the BtS porting is complete, that some of the casting AI will naturally improve for you too, and things will really be looking up!

I tend to give my adepts nothing but combat promotions at first if I don't immediately need them for something else. That way, when they do get more spells, they will be stronger than they would be because of said combat promotions. It's not a bad plan for the AI to do that, although I doubt the AI plans as far ahead as I do.
 
Firstly... Thanks xanaqui42 for all your efforts, it is really great.

I dont know if this problem is directly related to my system or smarter orcs. If someone could test the attached save that would be great.

At the end of the current turn there are several possible barb attacks, after any attack the game crashes.

BTW... How do I turn on python exceptions?
I will try to look at it, but it may be a bit.

My Documents\My Games\Sid Meier's Civilization 4 should have a file named "CivilizationIV.ini".

Open with any text editor.

Change:
HidePythonExceptions = 1
To:
HidePythonExceptions = 0

Save the file.
 
This mod looks interesting for sure, I have a question though: Are the AI's different for the different leaders? Like in BtS where you know Montezuma is always plotting to backstab you, while Ghandi can be trusted to keep the peace. If this is not included, is it a priority for you?
 
That is very much a function of your mind looking for patterns. The leaders have different thresholds to go to war etc and they cause this sort of behavior. Montezuma isn't "always plotting to backstab you", he's just much more likely to go to war. In FFH I must say those values have not been adjusted very well yet, but it's really not a question of coding anything new; it's just a few values in an xml file.

But it's good that you bring it up. The other day I was once more annoyed how hard it is to get anyone to join your war effort in FFH, even if they're +12 toward you and -10 toward the enemy. I think I'll fiddle with the values a little. However, I'm not really sure if we'll include this in Smarter Orcs in the long run; after all, this is a design decision that should be up to Kael and the team. If I come up with a particularly pleasing set of values I'll make sure to put them up here, but don't hold your breath ;)

(We *could* look at the routines where the AI decides whether or not to accept a diplomatic action from the player and see if there's something they're not taking into account yet, but that would be very, very low priority. Currently, Xanaqui (the only real coder in this project) is very busy isolating and removing an OOS, and beyond that he's posted his priorities a few posts up.)
 
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