Solver's Unofficial BtS Patch

You just shouldn't be using a crack in the first place. And you should certainly not be asking questions about that.
 
You just shouldn't be using a crack in the first place. And you should certainly not be asking questions about that.
Okelidokely...

Let me rephrase the question. Is this like an official patch with a setup program or is it a mod that is loaded form the regular game?
 
In my current game using Solver's unofficial patch I'm having trouble getting the UN to hold elections. I originally constructed the UN in 1892 and the initial election for secretary followed shortly thereafter. I was the leading candidate but was just short of being named Secretary General. I'm now in 1917, 25 turns past the initial appearance of the UN, and there has been no follow up election. Any ideas?
 
Any joy on the Handicaps info file? Is the formula actually correct and just the explanations wrong?

Thanks!
 
In my current game using Solver's unofficial patch I'm having trouble getting the UN to hold elections. I originally constructed the UN in 1892 and the initial election for secretary followed shortly thereafter. I was the leading candidate but was just short of being named Secretary General. I'm now in 1917, 25 turns past the initial appearance of the UN, and there has been no follow up election. Any ideas?

I am having the same issue
 
Perhaps you should fix the fact that the AI will ALWAYS use spies against you, even if they're Friendly with you.
 
Perhaps you should fix the fact that the AI will ALWAYS use spies against you, even if they're Friendly with you.

LOL are you telling you wouldn't use Spies against your friendly allies neither? even if they were ahead of you in the space race?

I don't see it as a bug.
 
Unless it's taken too far like if you are under a Permanent Alliance (I know it's impossible to do missions, but if the AI still wastes spies in your territory, etc.)

If not then I agree with Kniteowl, permitting the AI personality matches.
 
Seems like "friendly" or even "pleased" AIs shouldn't be poisoning my water or inciting riots. The less terrorism-like missions should be fair game though.
 
@MrPopov
I agree on the point that the AI shouldn't waste his spies in a territory where they can't carry on missions. It is sort of preventing the AI from being too stupid.

@syndicatedragon
Same as mentioned before. Being pleased of friendly with you doesn't mean that the AI is willing to hand-over the game to you. It would be frustrating for you if you were in a position where you needed badly to hamper an AI progress then you are prevented from using spies against it efficiently because you have good relations. It is not easy sometimes to get the AI to hate you in a timely fashion! So you will be left with only the option of declaring war which is not always viable.
 
Being pleased of friendly with you doesn't mean that the AI is willing to hand-over the game to you.

It should certainly mean not attacking! If the AI is inclined to attack you because you're threatening to win, then that should take the form of a negative modifier to relations.

The analogy between how humans act and how the AI acts is completely erroneous, because humans don't have attitude values toward the other players. This is one of the main differences between humans and AIs.
 
Perhaps a solution would be that the Aggressive AI would use spy's on pleased and friendly while with normal AI no spy's would be used at friendly and some would be used at pleased (depending on AI personality). Although I doubt that Solver would be inclined to include this in the patch, as it seems more of a design choice than a bug.
 
It makes sense to have the AI send spies wandering around, but maybe have them do missions less frequently on pleased and very rarely on friendly? Taking the modifier hit often isn't worth it for a human unless you've got some plan to attack them anyway, so it seems like they wouldn't want to take modifier hits, either, against the human player or other AI.
 
Do you think it would be worth fixing a potential division by 0 that does not occur in the vanilla game, but only in some modded ones?

easy fix
 
Great mod.

Is this compatible with ur other mod for the extra random events.

Could you put the date of the most recent update on the first page beside the download so we can tell we have the most up to date version.
 
I'm trying this unoficial patch out - it looks awesome on paper - and thanks to all involved for the hard and extra work. Kinda early in my first patched game to see the effects yet, and this game is going oddly so I'm not sure I'll see them at all anyways.

Seems like "friendly" or even "pleased" AIs shouldn't be poisoning my water or inciting riots. The less terrorism-like missions should be fair game though.

I think it's within reason that the AIs would do espionage against you when friendly, but I'd agree that doing hostile missions against you when friendly doesn't make much sense. It's especially stupid when a small AI is doing it to you when you clearly have a larger, much more powerful empire with a healthy sized army - it's like they're begging for genocide.
 
From what I understand of the AI, it will only use hostile actions against you if it is gearing up for war. Some AI will declare even when friendly, so it seems reasonable that they would use more sneaky actions against you as well.
 
Some AI will declare even when friendly

That is untrue. No AIs will decide to declare war against you at friendly and some won't even at pleased. The only reason they would declare war on you at friendly is if they were previously below friendly and had already decided to declare war on before becoming friendly.
 
Suggestion: AI prefers "short distance" wars.

Why? Lower maintenance, easier to reinforce, easier to defend once conquered. An occasional "other side of the world" attack is nice enough for the surprise factor but the chances of actually gaining anything from it are slim.
 
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