Unofficial BTS 3.13 patch

It does to me too. But mostly because I keep forgetting parts. ;) There are a lot of little minor details that it's easy to overlook if you aren't focused on them.

Yes, but you at least have all the pieces of the puzzle. I only have those that you give me. ;) Ah, I should learn to read it myself.

Without getting into the mechanics of it, it basically checks how big the city could get (based on "useful" tiles), and how much food the city has based on the current tile improvements + base. If the current food isn't enough to get it to its target size, it'll prioritize food.

Sounds good.

Usually, yes. But I've seen the AI put it in the 40-50% range, especially after using a GSpy on them. It doesn't make sense that the AI would be emphasizing commerce heavily when it's already producing a fair amount - it's just mainly going into Espionage. Especially when the mechanic to check for commerce production seems to have overlooked it.

Yes, in that case, it would again cause the AI to tear up hammer improvements to increase commerce production for the temporary high espionage production. That's not a good idea.

True. I can't tell from the way the function is set up whether it's getting the amount based on the slider, or the total amount.

I hope it is the slider because that would tell more about how healthy the AI economy is.

Take a standard tile - let's say a normal plains tile. It produces 1:food: and 1:hammers:. So the "value" based on the above would be 1x10 + 1x6 = 16, meaning that tile wouldn't be counted. On the other hand, take a river grassland tile. It produces 2:food: and 1:commerce:. 2x10 + 1x4 = 24, so that tile would be counted.

Not really, as mentioned above, it does take squares beyond what is being used into consideration. So, really, this is more of a way of making sure that some of the first improvements for a city are hammers (ie, a prioritization system).

Ah, it counts only interesting tiles for a potential 10 hammers of production, that makes sense. And between the increase of the valuation of food when the city can grow and the increase of the valuation of hammers to get some early production going, it seems like a good way to quickly start a city. Commerce comes a bit later.

That's really not a good idea, imo. The AI should be much more likely to replace a cottage tile than a town tile. Doing it that way, if a city had both a town and a cottage tile, the AI would be just as likely to replace the town as the cottage.

Yes, I know. I mentioned that in my original posting. It should choose to replace a cottage before a town, but when replacing a cottage, it should in my opinion still consider the end goal of the cottage as by replacing tile improvements, the AI is fine-tuning the city and thus maximising the potential end result of the city. So it should consider the end result of the cottage improvement.

You could do that in multiple ways, for instance this way:

The base value reduction when replacing a cottage/hamlet/village/town is based on the value of a town. An additional value reduction is based on the time the cottage has grown. This is a very minor value, but still enough to make it more attractive to replace a cottage than a town (of course scaled for the game speed effect on the time it takes for a cottage to grow).


As I understand it, the present code when building a cottage makes the AI think it is building an improvement with a value halfway in between a cottage and a town. However when replacing it, it just reduces the value of the new improvement with the value of a cottage. That a very natural cause for the AI to start continually re-improving its terrain and one that is easily overlooked. When building the cottage improvement, the AI thinks it gets a great improvement, but when replacing it, it's actually just the very poor cottage improvement.

So lets say (for example) value (cottage) = 10, value (workshop) = 20, value (town) = 40. When building a cottage, the AI thinks value = (10 +40)/2=25. Then after building the cottage, it looks at the tile again and sees an improvement with a value of 10. The value of the workshop is 10 higher, so it replaces it with the workshop. Then after building the workshop, the AI looks at the tile again and sees an improvement with a value of 20. However, when building a cottage, it has a value of 25, which is higher than 20, so the AI replaces the workshop with a cottage again. Again a perpetual cycle caused by the AI valuing a cottage higher when it is being constructed than when it's being replaced.

I think in general, it's a good idea to value an improvement a tiny bit higher when it's already present than when it's considered to be constructed. That is probably already happening because the value is negatively modified by the time it takes to construct the new improvement. In the case of the cottage improvement, I think it's even more important to value it higher after construction than before. The time it takes to grow is an investment that can't be easily replaced (agree with Krikkitone here).

If the value of an improvement is the same when it's already present than when it's considered to be constructed, then the effect of modifiers for low food/ low hammers / low commerce could cause another tile improvement to be preferred after a tile improvement change has been made. If the value of an improvement is a lot higher when it's already present than when it's considered to be constructed, then tiles will never get replaced and the AI could get stuck with bad tile improvements.
In general, it's a very bad idea to value improvements lower when it's already present than when it's considered to be constructed. That's just asking for a perpetual re-improvement cycle.

Not really true, I'm afraid. The improvements are "queued", which means that it counts them even if they haven't actually be built (just planned). Moreover, I've seen the AI continually replacing the improvement of a single tile.

Hmm, I guess the major mood swings (;) ) by the AI are probably then caused by the emphasize buttons or so. Still, if the AI is continually replacing the improvement of a single tile, then it's doing less damage.

It's one of those "I'm not sure" scenarios. I mean, effectively you could compare it to how well the AI improves a human player's city when they don't turn on any of the emphasis buttons. I haven't done that in a long time, so I couldn't really say how well that is.

Could you see if an earlier version of civilization (unpatched vanilla) has the modifiers for the emphasis settings?
 
Reading through all the in-depth analysis of the AI behaviors is impressive. I have to wonder if a similar conversation ever took place at Firaxis.

For those of us who still don't have BtS, this patch situation is very discouraging.

Is there a reasonable hope that an official patch will resolve most of the unofficially patched problems?

How does the quality of the official patch compare to the latest Warlords patch?
 
Reading through all the in-depth analysis of the AI behaviors is impressive. I have to wonder if a similar conversation ever took place at Firaxis.

For those of us who still don't have BtS, this patch situation is very discouraging.

Is there a reasonable hope that an official patch will resolve most of the unofficially patched problems?

How does the quality of the official patch compare to the latest Warlords patch?
Uhm... the official patch DOES resolve most of the unofficially patched problems.

Here's basically the chronology.

1) Firaxis released BtS.
2) Solver (a member of Apolyton and sometime CivFanatic, who has since joined Firaxis in some role, I'm not sure exactly what) made an Unofficial patch. Several versions came and went, as new things were discovered and fixed.
3) Firaxis incorporated many of Solver's fixes into the first official patch.
4) Repeat #2 and #3 a couple of times.
5) Solver stopped his unofficial patch
6) Firaxis released official patch v3.13.
7) Bhruic decided to release his own unofficial patch
8) Bhruic continued with a couple rounds of his unofficial patch. (We're now at v1.11 I think.)

So, the only things that Firaxis has not fixed "officially" are the things in step #8. They have indeed officially fixed most of the things from steps #1 thru #6.

And, to answer your last question, IMO the quality of BtS v3.13 is quite good. It incorporates many of Solver's fixes, which were well researched and corrected. Unfortuntely, v3.13 was not perfect. But, without a doubt, it's an improvement on previous versions.

The main problem people have is using Bhruic's unofficial patch in online multiplayer, which requires some coordination since all players need to have installed the same version of the game. People just want to hop online and play.

Wodan
 
Your chronology is actually a little off. I didn't release any patches prior to 3.13. All of mine have been done afterwards.

Bh
I'll fix it. Not really germane to the point but thanks.

Wodan
 
I'll fix it. Not really germane to the point but thanks.

Wodan

Actually, I think your point is off a bit. Firaxis left some major bugs in 3.13. Cultural points not displaying on culture buildings is rather major, and obvious, and shows (in my opinion) how little Q&A was done on that patch.

Bhruic and Solver have done quite a bit for the Civ community.
 
Actually, I think your point is off a bit. Firaxis left some major bugs in 3.13. Cultural points not displaying on culture buildings is rather major, and obvious, and shows (in my opinion) how little Q&A was done on that patch.
Uhm, that was a new bug they managed to introduce. They didn't "leave it in".

Bhruic and Solver have done quite a bit for the Civ community.
I wholeheartedly agree.

Wodan
 
Uhm, that was a new bug they managed to introduce. They didn't "leave it in".


Wodan

"left it in" as in "it wasn't fixed during development and testing of the patch". I'm aware it was newly introduced with that patch. My point is that it's a glaringly obvious bug that should have easily been caught in Q&A. I noticed it within ten minutes of my first game with 3.13.
 
"left it in" as in "it wasn't fixed during development and testing of the patch". I'm aware it was newly introduced with that patch. My point is that it's a glaringly obvious bug that should have easily been caught in Q&A. I noticed it within ten minutes of my first game with 3.13.
Well I don't disagree. This is OT is what I'm saying. When and how a bug was introduced is irrelevant to the OP question.

The OP asked about official patches to incorporate most of the unofficially patched fixes. Adding together those fixed by Solver and those fixed by Bhruic to get a sum total (simply combining the two changelogs does this), the official patch v3.13 does indeed fix most of them. And that's what the OP asked.

To address your side question, it seems clear to me that Firaxis hardly put any effort at all into the patch. They deserve credit for incorporating Solver's work, in the same way that a boss in a company gets credit for getting top-notch people and making use of their efforts. Clearly, however, their QC leaves much to be desired, as does their timeliness in putting out patches period.

Wodan

ps by "Q&A" I think you mean either QA or QC, right? To me, Q&A is questions & answers, QA is quality assurance, and QC is quality control.
 
Well I don't disagree. This is OT is what I'm saying. When and how a bug was introduced is irrelevant to the OP question.

The OP asked about official patches to incorporate most of the unofficially patched fixes. Adding together those fixed by Solver and those fixed by Bhruic to get a sum total (simply combining the two changelogs does this), the official patch v3.13 does indeed fix most of them. And that's what the OP asked.

To address your side question, it seems clear to me that Firaxis hardly put any effort at all into the patch. They deserve credit for incorporating Solver's work, in the same way that a boss in a company gets credit for getting top-notch people and making use of their efforts. Clearly, however, their QC leaves much to be desired, as does their timeliness in putting out patches period.

Wodan

I think this is a bit too harsh to Firaxis. They did a lot more in patch 3.13 than incorporate Solvers work. Just take the change lists and compare and you'll see that the one from Firaxis is a lot longer. It's quite clear that the official 3.13 patch isn't a copy of Solvers work (by the way Solvers patch did profit from additions from a few other accomplished modders). It is probable that Solvers work was incorporated in the patch, directly or indirectly.

Of course, we may also expect more from the creators of the game than from a fan of the game. It's only just that the designers do more than just incorporate the patches of a fan. But I see no reason to belittle their effort by saying they just incorporated the patches from a fan.

I agree that some of the errors left in the game after 3.13 were pretty obvious (like the culture display bug). It's quite weird that this happened and it shows a lack of decent quality control. (Although I personally didn't care a lot about the culture display bug.)
 
Well I don't disagree. This is OT is what I'm saying. When and how a bug was introduced is irrelevant to the OP question.

The OP asked about official patches to incorporate most of the unofficially patched fixes. Adding together those fixed by Solver and those fixed by Bhruic to get a sum total (simply combining the two changelogs does this), the official patch v3.13 does indeed fix most of them. And that's what the OP asked.

To address your side question, it seems clear to me that Firaxis hardly put any effort at all into the patch. They deserve credit for incorporating Solver's work, in the same way that a boss in a company gets credit for getting top-notch people and making use of their efforts. Clearly, however, their QC leaves much to be desired, as does their timeliness in putting out patches period.

Wodan

ps by "Q&A" I think you mean either QA or QC, right? To me, Q&A is questions & answers, QA is quality assurance, and QC is quality control.

Yes... I meant QA. Sorry about that.
 
3.13 certainly wasn't just a copy of my work. Yes, almost all the stuff I did for the unofficial patch was included in 3.13, but there was a considerable array of other fixes, too - and, admittedly, other bugs. The next BtS patch should, and probably will, include most of Bhruics's work here.

By the way, if an unofficial patch is needed after the second BtS patch, I am planning on doing that again. I can't guarantee that I'll be able to but I certainly want to.
 
Thanks, Solver and Bhuric. If it wasn't for you guys, most of us wouldn't still be playing this game.
 
3.13 certainly wasn't just a copy of my work. Yes, almost all the stuff I did for the unofficial patch was included in 3.13, but there was a considerable array of other fixes, too - and, admittedly, other bugs. The next BtS patch should, and probably will, include most of Bhruics's work here.

By the way, if an unofficial patch is needed after the second BtS patch, I am planning on doing that again. I can't guarantee that I'll be able to but I certainly want to.

That's very nice to hear. I really appreciated your bug fixes after the previous patch. Of course, I hope it won't be necessary, but it's just unlikely that the game will be 100% bug free after the 3.13 patch. Of course, sometimes it's hard to draw the line between game feature or bug.
 
Of course it won't be 100% bug free. Nothing can be. But we can hope that there won't be any game-breaking bugs there, common crashes or such stuff. We'll see.
 
Of course it won't be 100% bug free. Nothing can be. But we can hope that there won't be any game-breaking bugs there, common crashes or such stuff. We'll see.

Yes, I agree. I just wanted to show some realism in relation to the Quality Assurance process. Some bugs only show themselves after massive amounts of playing.
 
Speaking of bugs, here's another one. At some point, don't remember where, it was changed so that you had to be within cultural borders to blockade. I don't think the AI knows this, as I just saw it blockade from outside borders.

Wodan
 
Speaking of bugs, here's another one. At some point, don't remember where, it was changed so that you had to be within cultural borders to blockade. I don't think the AI knows this, as I just saw it blockade from outside borders.

Wodan

I think it's that you can't blockade from within your own boarders because that would make it impossible for someone to attack without declaring war. Unowned doesn't have that problem.
 
Thanks, Solver and Bhuric. If it wasn't for you guys, most of us wouldn't still be playing this game.

Your probably right. I left MoO3 before Bhuric got to patching it. I hear it eventually worked pretty good.
 
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