Solver's Unofficial BtS Patch

Major update

Numerous AI changes present, as Blake has provided me with the appropriate code.

* Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
* Fixed AI airstrike bug

And now, changes as per Blake:

* AI now only capitulates to the team which has done them a majority of the damage.
* On non-aggressive AI, the AI's are more aggressive early in the game.
* AI trains more units early in the game.
* AI SHOULD do a better job of bribing other AI's (this may or may not work)
* The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
* AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
* AI brags about it's nukes more.

* Always Peace now suppresses AI militarism (with some barb awareness).
* AI spends less on Espionage.
* AI trains spies with lower priority.
* AI better aware of Free Market / Environmentalism corporation impact.

* Exploring units should now heal.
* Possibly fixed exploring "YoYo" issue.
* Fixed a puppet strings exploit related to naval invasions.
* Fixed some issues which hampered or stalled AI early game expansion.
* Tweaks to Governor, particularly "Emphasize Food"
* Fixed an undefended cities issues.
 
Major update

Numerous AI changes present, as Blake has provided me with the appropriate code.

Wow, this "unofficial" patch is getting big! Let's hope Firaxis incorporates it all. Hopefully that patch comes out soon, or I'm going to hit the character limit on the OP. Which is a good thing! :D
 
Give TF a kick in the shins so that he disables the character limit for staff members ;) And you need to remove this from the first post:

Poison Water and Ferment Unhappiness missions changed for non-Normal speeds. Only the duration scales now, not the effect. So on Marathon, it will be -8 happy for 24 turns, not -24 happy for 24 turns.

That's no longer the case since the last update, as now it won't scale.
 
Give TF a kick in the shins so that he disables the character limit for staff members ;)

Or Firaxis could release an update so I don't have to worry about it. ;)

That's no longer the case since the last update, as now it won't scale.

Done and thanks.
 
Major update
* The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.

You can actually bribe AI's into war?? I thought the option was just there for show, kind of like the "Gimme one of your cities" trade table.
 
A rather simple bug that could prevent the AI from carrying out air strikes if it wanted to.
 
* AI now only capitulates to the team which has done them a majority of the damage.

:goodjob: Great! So I won't have to disable vassals after all.


* On non-aggressive AI, the AI's are more aggressive early in the game.
* AI trains more units early in the game.
Man, I know some people who will be really pissed off by this :lol:

Nothing on the inactive stacks though. I guess it's a harder nut to crack, then.
 
Ok, fair enough. Do you know how to fix it however? Is it simple?

Probably, if you look through the files and find the code ;)

And man I hate my own changes in a good way. The AI just destroyed 3 of my towns through espionage :crazyeye:
 
Wow, thanks for making all these changes! I'll have to start a new game now to see how differently the AI is playing from the beginning.

Isn't it a bit overpowered to have entire towns destroyed through espionage? Any thoughts of changing this to town -> village etc. like pillaging?
 
I've been thinking of that today, in fact. Funnily enough, I don't remember people complaining that they could destroy AI Towns completely through espionage ;)

I haven't decided yet if it's overpowered, though it's certainly on the powerful side.
 
Have you or are you going to fix the bug that spawns the same civ as you as a colony?
 
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