CIV4BuildingInfos.xml
- AstroTech needs a little boost.
- +25% production bonus for AstroTech to build a Habitation Facility
- It would be really nice if the AIs valued the commercial satellites more
- change the iAIWeight from 2 to 12 for both BUILDING_COMMERCIAL_SATELLITES
and BUILDING_PBS (all buildings that increase planet yields had this set to 2)
- Change the help text for BUILDING_MINING_FACILITY to show +2 for Forge
from TXT_KEY_BUILDING_MINING_FACILITY_HELP to TXT_KEY_BUILDING_MINING_FACILITY_HELP_NEW
- Fix Nanotech Hospital and Extended Habitation System: they are both missing the <iCostModIncrease>2</iCostModIncrease>
- add that line to both BUILDING_NANOTECH_HOSPITAL and BUILDING_EXTENDED_HABITATION_SYSTEM
FFP BUG Text.xml
- Added new XML file to Text folder. This should have been added with the BUG merge,
it includes some text used with the BUG autolog feature and the new
TXT_KEY_BUILDING_MINING_FACILITY_HELP_NEW
autologEventManager.py
- Copy over the version from FFPBUG, replacing the one currently in FFP.
This has added logging stuff for inhabited planets, avoiding a python bug
(key error, since it doesn't find the added goody types in its dictionary)
if you are logging and hit one. The one in FFP 1.72 incldues no changes in
that function, only the corrections for civic category count.
CvAI.py
- A few too many squadrons being forced
- reduce target number of fighters and bombers by 1 (iEnoughUnits, 2 places)
- reduce chance to force the build of a squadron factory from 75% to 50%
CIV4LeaderHeadInfos.xml
- All of the leaders are set to be rather sociopathic - as bad as Montezuma, or worse.
It appears that the original values wer set with the assumption that lower numbers
for iMaxWarRand, iLimitedWarRand, and iDogpileWarRand decrease the warmongering level.
That is not the case - higher numbers are less warlike.
Regular BtS values:
Montezuma = 50/40/24
Gandhi = 400/200/100
FF(P or not) values:
HECTOR_ALVAREZ = 25/15/8
LUKAS_VON_REUTHER = 25/40/20
LU_TIANQU = 13/10/13
JOHN_RICHARDS = 25/60/10
LEONARD_PRITCHARD = 75/25/8
KANJI_TAKENO = 25/30/15
VLADIMIR_KOROVIN = 75/50/20
RAUL_COLOMBO = 10/10/8
So Vladimir Korovin is the least crazy, but is only slighly less crazy than Montezuma,
and Raul Colombo makes Montezuma look positively peaceful (with Lu Tianqu right behind).
- new values for iMaxWarRand/iLimitedWarRand/iDogpileWarRand, based on some
of my opinions of how warlike they should be (they all have somewhat mid
to high chances of joining a dogpile; none are as peaceful as Gandhi):
HECTOR_ALVAREZ = 90/95/80
LUKAS_VON_REUTHER = 100/100/80
LU_TIANQU = 200/100/75
JOHN_RICHARDS = 50/60/50
LEONARD_PRITCHARD = 125/90/50
KANJI_TAKENO = 90/100/100
VLADIMIR_KOROVIN = 125/95/80
RAUL_COLOMBO = 50/50/50
- Also adjusted a couple of the UnitAIWeightModifiers UnitAIType settigns and
added a new one for each leader: they all now also get an entry for
a UnitAIType of UNITAI_CITY_DEFENSE with a weight of 25 except
for Kanji Takeno who gets it at 50 (since his UU has this unit AI type
for its default).
CvVictoryScreen.py
-The Astral Ascention display has issues.
- fixed "Apollo Program" text
on lines 1255 and 1264 changed the text shown
from TXT_KEY_PROJECT_APOLLO_PROGRAM to TXT_KEY_PROJECT_ASTRAL_GATE_DESIGN
- removed acess to spaceship screen from victory screen:
disabled the conditional block at line 1363
- changed how the enabling project for the "build peices to win" VC is determined:
modified isApolloBuiltbyTeam function
CvAI.py (again)
-Adjusted the Python AI overrides. In particular, the health check and any adjustment
(or lack thereof) that is done when the system is already at it's max pop.
When at max pop, we certainly do not need to be increasing the health with any urgency.
Therefore, I have tweaked the health weight computation.
- Ditto for food weights.
Also tweaked it to not want more food if at pop cap, not just over it.
Also reduced the weight a little if we have an excess of 6+, and more if at 9+.
- Also tweaked production and commerce weights to account for (somewhat) the potential 2nd level upgrades
- Tweak sensor station location selection, the findBestChokepoint function.
Reduce the desired amount of bad terrain slightly and
adjust distance penalty (narrow down the "flat spot" to increase the penalty at longer distances a little) and
added a small bonus for having a few plots in the test area that belong to that player, or a penalty
for too many, and a small penalty for plots owned by someone else (hopefully encouraging them to
build a couple near the edges of their territory instead of far away from it).
- Moved the bailout if at war check from the military weights section to be before the first weight
calculation to save time and effort - why calculate stuff that will never be used when we bail?
This is now right after the number of wars is calculated (whcih was moved here a while ago).
- Added a new check to see if the AI has a war plan of either of the two planning types,
WARPLAN_PREPARING_LIMITED or WARPLAN_PREPARING_TOTAL. If it has at least one of either of
these active against some other team, then there is a 25% chance (as a first guess) to bail out now.
Added the code right after the bailout for actually being in at war.
CIV4UnitInfos.xml
- Missile frigate (all 3 generations):
These are weaker than the regular ship for the AI. They are also weaker
(for everyone) against missiles and squadrons since they have the same
+100% vs. those but the base strength is lower.
- Fixes:
changed +100% bonus vs. squadrons and missiles to +150%
(making them slightly stronger vs. these than the regular destroyers)
added a 5% withdraw chance
- Starbases don't come out of sentry mode when an enemy unit is in weapon range
and visibile due to the 1-past-culture-borders visibility but not
within the unit's onwn visibility, which is currently 1 less.
- Fix: gave all 3 generations of starbase the first sensor upgrade for free
SevoPediaTech.py
- Copy over the version from FFPBUG which has the code necessary to make the
new FFP BUG "Hide Tech Text" option.
CvSolarSystem.py
- In the interest of making things a little easier to spot in the log file:
changed the production swapping routines to only do a printd if the value is non-zero