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v1.10

Maybe the AI just thinks the "other AI" will give him the gift, since that what the "other AI" would do if it was really an AI, since the "other AI" doesn't give the gift, this bugs the system, which makes the AI keep asking for something. (Just my guess)
 
Breakthrough! I think I figured out the diplomacy bug, the Egypt diplomacy bug, and another suspected bug that had been bothering me (difficulty level).

When you set conditions or the game, you're not setting them for the human player. You're setting them for Egypt. Egypt is always counted as the human player, while the human player is considered an AI. This bugs diplomacy, and, when I was trying to play on Viceroy to test the game out, Egypt always founded religions before their intended founders because it was Egypt that was getting the bonuses of Viceroy, not my civ.

Why Egypt? They're player 1. I'm no great shakes at coding, but the solution would be either to set the human player to always be player 1 or to figure out how this coding is different from the way it works in default RFC, where the problem doesn't exist.


aaahh, I know some story about this.
At first, custom game mode was completely broken (you were forced to play as Egypt, otherwise all the spawns were messed up). Then I made the fixed, but probably there's something left that's still pointing to Egypt.
I guess now I have a decisive hint to trace the bug, thanks heaps.
 
aaahh, I know some story about this.
At first, custom game mode was completely broken (you were forced to play as Egypt, otherwise all the spawns were messed up). Then I made the fixed, but probably there's something left that's still pointing to Egypt.
I guess now I have a decisive hint to trace the bug, thanks heaps.

I do not know if this bug was fixed or not, but notices something that (could) be interesting in the changelog of BetterAI 0.45 :
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
No idea if it will help, but I post that just in case

That said, I am wondering, Rhye: do you include some of the changes of the unofficial patch (and perhaps even betterAI) in RFC ?
 
no, why, isn't better AI already the standard AI of BTS?

The BTS BetterAI is already there, but if you check the BetterAI subforum, there are people who continue to improve the AI (in particular, naval invasions). They are at version 0.45 now.
 
I had an idea. due to all my "FAIL" screenshots where my cities 3 spaces from my capital flip to a civ who settles a capital 12 spaces away (usually china/russia), how about cities settled within the cultural borders of the Capital be flip-immune? i hate it when i found a religion, and use my second city as a "base" just to have it flip. Say cities founded within the 3-tile cross? this would give most civ's 3-4 "safe" cities. after i brought this up a while back, nothing was really said about it so i figured i would bring it up again.

http://forums.civfanatics.com/showthread.php?t=285177 This has the file attatched of a perfect example of this, and it is not the only time it has happened.
 
I had an idea. due to all my "FAIL" screenshots where my cities 3 spaces from my capital flip to a civ who settles a capital 12 spaces away (usually china/russia), how about cities settled within the cultural borders of the Capital be flip-immune? i hate it when i found a religion, and use my second city as a "base" just to have it flip. Say cities founded within the 3-tile cross? this would give most civ's 3-4 "safe" cities. after i brought this up a while back, nothing was really said about it so i figured i would bring it up again.

http://forums.civfanatics.com/showthread.php?t=285177 This has the file attatched of a perfect example of this, and it is not the only time it has happened.

no need to add other rules, it's just buggy and it'll work eventually
 
If i may ask, what is the intended "safe-zone"? I remember you posting that each civ, when it spawns, will be given its "zone" that it flips and a "zone" that is safe from flip. What is the intended "safe-zone?" I can't wait for the next version.
 
Rhye the problem with that is that it doesn't work as you advertise, for the human player. It only works vs the AI (both human vs AI or AI vs AI). For me it's the biggest downside of the mod, because if you don't play one of the very late civs, your empire will get teared up piece by piece in subsequent new spawns.
 
when will we see a list of fixes/alterations for Rand? Will this be included?

This is still my favorite mod! Besides the flip-bug, i think the only thing that needs attention is some of the positions of Khmer and Ethiopia. my games as them usually leave me isolated from the rest of the world, and im one of the few who likes that. but im SO isolated that no matter who goes to war with me, theres never a battle because its too inconvenient for my closes neighbor to march all the way over to me.

Besides that, its awesome and i think this mod has more potential than any other mod for civ. I know i have given harsh criticisms, and i don't apologize - i just want to let you know that i really appreciate the mods and with exception of the 1-3 flaws remaining, your the best modder and should be hired by EA. you and Wolfshanze.
 
I know, it's bug, I'm gonna fix it. I wanted to point out that it's not the concept to be wrong.

awesome news then :goodjob:
 
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