jdog5000
Revolutionary
You can always get the latest stable release here at CFC or sourceforge. Development versions can also be checked out from sourceforge.
Version 0.36 fixes a bunch of bugs found by the community with BTS and the unofficial patch, including immunity to collateral damage, spread culture espionage mission, and civs refusing to switch to Emancipation instead of out of it.
Better BTS AI v0.36 Changelog
_________________________
Bugfix
- Fixed bug in player closeness calculations causing the AI to be blind to its actual proximity to other players
- Fixed bug with needed defenders where the AI would choose to defend a recently captured holy city less than a normal city
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
- Fixed bug in paradrop code causing AI to avoid paradropping onto terrain bonuses under certain circumstances
- Fixed bug in AI denial of switching civics when in Emancipation
- Fixed bug introduced in unofficial patch causing immunity to collateral damage
- Fixed bug with espionage mission to spread culture to an enemy city
- Fixed bug causing combat promotions to be counted twice for aircraft
War strategy AI
- Modified how closeness is used for determining who to attack, different settings for regular and Aggressive AI
- Created new function CvTeamAI::AI_calculateBonusWarValue so AI will consider declaring war for resources, weighted towards resources AI doesn't have and plots that are more easily captured
- Modified city attack targetting by terrain bonuses to consider how important bonus is to AI
City AI
- AI will now more likely fill empty transports when enagaged in transcontinental war, making reinforcements and second waves on invasions more likely
- When doing invasions, AI will now be more likely to have cities with free air experience fill vacancies on carriers
- When doing invasions, AI will now have cities with high production or free sea experience more often fill needs for aircraft carriers
- When doing invasions, if AI has at least 50% of its possible missile capacity it will no longer always build missiles
Espionage AI
- Blocked out places for future changes
Naval AI
- Modified bombard behavior. Priority remains on supporting player's ground troops, if none then consider supporting other troops with common enemy and spreading out stacks to increase reach of blockade.
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy ships do not runaway so easily
- Damaged ships will stay in city unless city is highly threatened
Air AI
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy aircraft do not retreat so easily
- Attack planes in endangered cities will now more likely to airstrike attackers
- Improved code for defense planes in endangered cities so they stay to defend longer and either airstrike or patrol
- Improved efficiency of danger threshold check for ships and planes
- Improved code for moving planes to offensive or defensive bases to take city threat into account
- AI bombers will no longer consider basing in undefended forts even if the fort is unthreatened
- AI bombers will now consider moving to a city with two defenders (down from requiring 3), change made because of added threat logic and should allow AI to now use almost all of its cities as airbases
- Fixed bug introduced in Unofficial Patch 0.19 causing bombers to skip their turns whenever an interceptor was around
Barbarian AI
- Barb ships will now often blockade cities for a few turns before moving on if they have no nearby targets
- Barb ships trapped by ice or around 1-tile islands are now removed so more can spawn
General AI
- Modified city closeness calculations to use population from both cities, not just pop of the other city
- Created functions for determining when cities share the same water area (lake, ocean)
- Partial implementation of a new A* solver for determining closeness, does not yet affect calculations
Combat Mechanics
- Blocked out location for potential changes to air combat
Debug
- Added SDK and adapted python code from AIAutoPlay mod to faciliate testing
- Modified debug mode output to show relevant information for these developments
- Added string to lower right flag help text showing Better BTS AI version number currently running
- Added SDK and adapted python code from ChangePlayer mod to facilitate testing
Better BTS AI also includes Solver & Dresden's unofficial 3.17 patch version 0.19.1.
The main open questions for the next version are:
- how to change AI espionage point spending so it is more proactive
- how to change combat mechanics for air battles to make combat experience more important in establishing air superiority
- investigating issues with AP/UN voting
Version 0.36 fixes a bunch of bugs found by the community with BTS and the unofficial patch, including immunity to collateral damage, spread culture espionage mission, and civs refusing to switch to Emancipation instead of out of it.
Better BTS AI v0.36 Changelog
_________________________
Spoiler :
Bugfix
- Fixed bug in player closeness calculations causing the AI to be blind to its actual proximity to other players
- Fixed bug with needed defenders where the AI would choose to defend a recently captured holy city less than a normal city
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
- Fixed bug in paradrop code causing AI to avoid paradropping onto terrain bonuses under certain circumstances
- Fixed bug in AI denial of switching civics when in Emancipation
- Fixed bug introduced in unofficial patch causing immunity to collateral damage
- Fixed bug with espionage mission to spread culture to an enemy city
- Fixed bug causing combat promotions to be counted twice for aircraft
War strategy AI
- Modified how closeness is used for determining who to attack, different settings for regular and Aggressive AI
- Created new function CvTeamAI::AI_calculateBonusWarValue so AI will consider declaring war for resources, weighted towards resources AI doesn't have and plots that are more easily captured
- Modified city attack targetting by terrain bonuses to consider how important bonus is to AI
City AI
- AI will now more likely fill empty transports when enagaged in transcontinental war, making reinforcements and second waves on invasions more likely
- When doing invasions, AI will now be more likely to have cities with free air experience fill vacancies on carriers
- When doing invasions, AI will now have cities with high production or free sea experience more often fill needs for aircraft carriers
- When doing invasions, if AI has at least 50% of its possible missile capacity it will no longer always build missiles
Espionage AI
- Blocked out places for future changes
Naval AI
- Modified bombard behavior. Priority remains on supporting player's ground troops, if none then consider supporting other troops with common enemy and spreading out stacks to increase reach of blockade.
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy ships do not runaway so easily
- Damaged ships will stay in city unless city is highly threatened
Air AI
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy aircraft do not retreat so easily
- Attack planes in endangered cities will now more likely to airstrike attackers
- Improved code for defense planes in endangered cities so they stay to defend longer and either airstrike or patrol
- Improved efficiency of danger threshold check for ships and planes
- Improved code for moving planes to offensive or defensive bases to take city threat into account
- AI bombers will no longer consider basing in undefended forts even if the fort is unthreatened
- AI bombers will now consider moving to a city with two defenders (down from requiring 3), change made because of added threat logic and should allow AI to now use almost all of its cities as airbases
- Fixed bug introduced in Unofficial Patch 0.19 causing bombers to skip their turns whenever an interceptor was around
Barbarian AI
- Barb ships will now often blockade cities for a few turns before moving on if they have no nearby targets
- Barb ships trapped by ice or around 1-tile islands are now removed so more can spawn
General AI
- Modified city closeness calculations to use population from both cities, not just pop of the other city
- Created functions for determining when cities share the same water area (lake, ocean)
- Partial implementation of a new A* solver for determining closeness, does not yet affect calculations
Combat Mechanics
- Blocked out location for potential changes to air combat
Debug
- Added SDK and adapted python code from AIAutoPlay mod to faciliate testing
- Modified debug mode output to show relevant information for these developments
- Added string to lower right flag help text showing Better BTS AI version number currently running
- Added SDK and adapted python code from ChangePlayer mod to facilitate testing
Better BTS AI also includes Solver & Dresden's unofficial 3.17 patch version 0.19.1.
The main open questions for the next version are:
- how to change AI espionage point spending so it is more proactive
- how to change combat mechanics for air battles to make combat experience more important in establishing air superiority
- investigating issues with AP/UN voting