Unofficial BTS 3.13 patch

If youdon't use any mods, and those two files are the only ones in your CustomAssets, then there shouldn't be any conflivt. But I'd try removing then anyway to see whether the interface returns.
 
Okay, will do.

Thanks

JosEPh
 
Bhruic: Seeing this thread - would it be possible / make sense to add a check that the AI doesn't declare war on a civ when a vote to end all wars against this civ is pending? While it might make sense to engage in a potential one-turn war under special circumstances (e.g., being bribed into it for a good reward, or trying to get positive diplo modifiers with the civs already at war with the taget), I doubt that the AI does such checks already. And if there's no clear reward to gain in one turn, then DoWing a civ with a pending "make peace" vote doesn't make sense imho.
 
Hrm... is this a bug? Seems like one to me:

I invaded and ultimately conquered the Spanish empire, which was bordered by the Khmer, more specifically by cities that the Khmer had taken from Spain prior to her demise. Now, as soon as I took the last Spanish city Khmer culture overwhelmed my lands - suddenly 100% of the people in my conquered city were Khmer! WTH!? So here I am with Madrid, the Spanish capital, a city in a gorgeous location for mass merchants/Wall street (it also has the most important religious shrine I think!!!) and I can't even use it yet (I'm gonna try sending in a Great Artist) :cry:

What gives? :confused:
 
Ok, turns out that I was misreading my own code (ha!), and that it does actually properly check the amount of gold it has before building. I'm just adjusting the weighting now to try and make sure that it'll still build Executives, but just not as often (especially if it can't afford to use them).

I could use a few more saves with the AI still building (useless) Executives, if anyone has them, so I can verify that the weighting works properly.

I did look into the idea of having the AI save gold, and not "waste" it hurrying, but the problem with that is the concept of "waste". It's very hard to know whether the AI would be better off hurrying a building/unit, or spreading a corporation. So I think the "don't build them if you can't use them and/or have too many already" approach is preferable right now.

Bh
 
Ok, turns out that I was misreading my own code (ha!), and that it does actually properly check the amount of gold it has before building. I'm just adjusting the weighting now to try and make sure that it'll still build Executives, but just not as often (especially if it can't afford to use them).

I could use a few more saves with the AI still building (useless) Executives, if anyone has them, so I can verify that the weighting works properly.

I did look into the idea of having the AI save gold, and not "waste" it hurrying, but the problem with that is the concept of "waste". It's very hard to know whether the AI would be better off hurrying a building/unit, or spreading a corporation. So I think the "don't build them if you can't use them and/or have too many already" approach is preferable right now.

Bh
I have a save, but its from a mod. (only dll in mod is yours)
 
Hrm... is this a bug? Seems like one to me:

I invaded and ultimately conquered the Spanish empire, which was bordered by the Khmer, more specifically by cities that the Khmer had taken from Spain prior to her demise. Now, as soon as I took the last Spanish city Khmer culture overwhelmed my lands - suddenly 100% of the people in my conquered city were Khmer! WTH!? So here I am with Madrid, the Spanish capital, a city in a gorgeous location for mass merchants/Wall street (it also has the most important religious shrine I think!!!) and I can't even use it yet (I'm gonna try sending in a Great Artist) :cry:

What gives? :confused:


That's perfectly normal, Spanish culture was the only thing holding Khmer culture back. Once Spain was eliminated Khmer culture dominated the region.


and since the AI does seem to have a proper idea about when it has the money to spread corps, I'd say just limit Executive number to the lower of
# of potential targets
OR
# that it can afford right now (possibly plus 1)

Even 1/2 Number of potential targets rounded up might work.
 
and since the AI does seem to have a proper idea about when it has the money to spread corps,

Well, it doesn't completely have an idea. It still thinks the money it generated that turn is available, when it might not be.

I'd say just limit Executive number to the lower of
# of potential targets
OR
# that it can afford right now (possibly plus 1)

Even 1/2 Number of potential targets rounded up might work.

I'd like to avoid using the "potential target" route because it's extremely problematic. You have to deal with issues like Open Borders, overseas Colonies, etc. Right now I'm doing a combination of "how many Executives do we have in total, how many do we have in the current city, and can we afford to spread a corporation?".

The only problem is that the latter is almost always "no" once a Civ hits Universal Sufferage. If I can find some way to ensure that the AI will allocate enough money for it, while still rush buying priority items, that would be the best solution. AI prioritization is always a tricky issue tho'.

Bh
 
Well, it doesn't completely have an idea. It still thinks the money it generated that turn is available, when it might not be.



I'd like to avoid using the "potential target" route because it's extremely problematic. You have to deal with issues like Open Borders, overseas Colonies, etc. Right now I'm doing a combination of "how many Executives do we have in total, how many do we have in the current city, and can we afford to spread a corporation?".

The only problem is that the latter is almost always "no" once a Civ hits Universal Sufferage. If I can find some way to ensure that the AI will allocate enough money for it, while still rush buying priority items, that would be the best solution. AI prioritization is always a tricky issue tho'.

Bh

I'd say possibly
1. Let the AI build an executive even if it can't afford it as long as it doesn't have any currently. (so it assumes there is at least 1 Target)

As for the AI prioritization, well I'd definitely value spreading a domestic Corp Domestically over all but the most rushed Items.

In any case, given the utility of corporations post-patch, I think the AI would probably be OK making sure it had the gold to spread a corp to every city in its borders without a competing corporation (ie make sure it saves the Domestic cost for spreading one corp each turn.) If it's a Domestic corp, then saving the cost for 1 spread to a foreign city.

I'd say the exceptions would be units if at war, and ... well I'd stick with that because the four hammer/food corps are probably better to get spread than just rushing everything.

How Does the AI give priority on its cash rushing? like will it save a little if it has obsolete units (ie save enough from rushing to upgrade at least 1 unit... which can then get spent)

OK after that babbling I'd suggest
Rush Units at War
Upgrade Units at War
Save for Wonder Rushing
Save for Domestic Corporation spread to my cities
Save for Domestic Corporation spread to Foreign cities
Save for Domestic Corporation eliminating Foreign competitors in my cities
Save for Foreign Corporation Spread to my own cities (with no competitors)
Other Rushing
 
I've found a bug with this change:

The Vassal of a Capitulating Civ is freed before peace treaty

I just accepted a second capitulation, and it caused the first one to be freed. I'm assuming it's supposed to free their vassal if the had one, not mine.
 
Do you have the save from the turn of the second capitulation (or a few turns before)?

Bh
 
Since we're delving into AI stuff now...I noticed odd behavior on the part of the AI in a recent game.

Situation was as follows --

Population ranking:

Me (Joao) #1
Cathy #2
Willem #3
Huyana #4
Charlemagne & Pacal were my vassals, Wang Kon was Cathy's.

I was very friendly with Cathy and Huyana The three of us were engaged in a knock-down drag-out fight with Willem. Willem was by far the tech leader and had some large productive inland cities, and also was #1 in the power graph. As a result, he had forced a stalemate on all fronts, and it was looking difficult for anyone to advance anywhere.

All of a sudden, Willem builds the UN. In the first round, I was voted in as secretary-general -- of course my good friends Cathy and Huyana supported me, along with my own vassals, Charlemagne and Pacal. Wang and Monty abstained. No one voted for Willem other than himself. When the first election came up, I went for the diplomatic victory, and easily walked away with it. All of my vassals + Cathy + Huyana easily put me over the top.

I was wondering, though, why on earth did Willem build the UN in the first place? He was the only one with Mass Media, and he was (essentially) hated by and at war with the rest of the world except Monty (who, amazingly, was staying neutral.)

I recall from a previous game where I'd had enough votes just from my own population to vote myself in as sec-gen, none of the AI players tried building the UN -- it was almost as if the AI realized that if they built it, I would just dominate the thing myself. But the AI seems to have a "blind spot" with regard to vassals. In my mind, this sort of took some of the fun out of the game. It really was (and by all rights should have been) a desperate fight to the end. Instead, Willem made a serious mistake and handed the game to me. :hmm:

Thoughts on what could be done about this?
 
A strange bug with Apostolic Palace:

There are 3 civs:
me - AP full member
Joao - AP resident
Bismark - AP full member

I am at war with Joao and Bismark. Then Joao proposes the resolution "Stop war with our brothers in peace". It succeeds. But the war stops only with Bismark and still continues with Joao. How is that?
 
There was an event that occurred that affected the Drydock. It had 2 options. The first was to receive +4 hammers on the Drydock. The second was to receive +2 hammers and +1 health. I chose the second option, and the health effects did not appear in game. I checked that it wasn't just a display bug on the left hand side of the city screen by manually counting the health. The XML does have the second option listed properly.
 
Do you have the save from the turn of the second capitulation (or a few turns before)?

Bh

I do. I went back to 1.07 to get past that turn without freeing the first vassal to get the second.
 
Do you have the save from the turn of the second capitulation (or a few turns before)?

Bh

I also had the exact same thing happen to me I will include the a couple of saves leading up to this event.

BTW, excellent work on the fixes to make this game even better than it already is.
 
Do you have the save from the turn of the second capitulation (or a few turns before)?

Bh

I saw the AI experience this bug as well. In this save Justinian I has Gandhi as a vassal. When he accepts Julius Caesar's capitulation in 1902, Gandhi is freed incorrectly.

Julius Caesar's original vassal of Tokugawa was freed correctly.

Looks like the accepting civ should be exempt from the code you added.

Interesting enough, some turns later Gandhi became a voluntary vassal of Justinian I anyway. :crazyeye:
 
A strange bug with Apostolic Palace:

There are 3 civs:
me - AP full member
Joao - AP resident
Bismark - AP full member

I am at war with Joao and Bismark. Then Joao proposes the resolution "Stop war with our brothers in peace". It succeeds. But the war stops only with Bismark and still continues with Joao. How is that?

i think the vote is phrased as "stop the war against Me" or "stop the war against Bis" etc. then the result is shown as something like "Stop the fighting between our brothers in the faith" without mentioning the names. so i'm guessing that the vote was actually to stop the war vs. Bis, so only the wars he was involved in were called off.

if the vote had been "stop the war against Me", then all wars that you were involved in would be called off. well, the wars that members are fighting with you. you can't call for that vote if the war is between a full member and a non-member, so i'm assuming that in a multi-party war, the non-member(s) wouldn't be forced into peace.
 
There was an event that occurred that affected the Drydock. It had 2 options. The first was to receive +4 hammers on the Drydock. The second was to receive +2 hammers and +1 health. I chose the second option, and the health effects did not appear in game. I checked that it wasn't just a display bug on the left hand side of the city screen by manually counting the health. The XML does have the second option listed properly.

I recall getting this event once. Unless there was a new bug introduced between 3.02 and 3.13 (a possibility, of course,) the +1 health just negated the -1 health that normally came with the drydock, so instead of showing +1 health -1 health, it just didn't show anything at all on the mouse-over.
 
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