Version 1.00 discussion thread

The fact you merged in Lead from Behind adds a gigantic :cool: to this! Great job and have fun playing :D, you deserve it! Now the other mods that depend on this will be ever greater than before!
:dance:
 
Probably pretty easy to fix, even with integer math, when I have time.

Something like: multiply the cost per civic category by 10 before integer truncation is applied per civic category. Next, add the costs per civic category and then divide by 10 and round or truncate to integers. It would remain integer math, but you're effectively using one extra decimal before you add the costs per civic category and round to integers. It would avoid weird sudden jumps in civic costs.

Jumps in civic costs would mainly be annoying at the very start of the game when you have very little income and 5 gold per turn is a lot. At the very start of the game, your entire commerce income is just 12 commerce or so.
 
[party]Version 1.00[party]

:w00t: :banana::banana::banana: :clap::cheers::clap:

Ah, aren't smilies great?

Thanks jdog for going this far with this project. The quality of this mod has far exceeded my expectations. Not only have you provided us all with a better game, you've also proven why Civ4 stands above any other game in its moddability.

I think it's awesome by the way that you credited Blake. Not sure how much part Iustus played but I seem to remember him being involved in early days Better AI too.

I can't wait to get this merged into PIG mod. :)
 
Thanks for BBAI!!!!!!!!!!!!!!! BBAI is wonderful!!!!!!!!!!:goodjob::goodjob::goodjob::goodjob:


:thanx::thanx::thanx::thanx:
Jdog :bowdown::bowdown::bowdown::bowdown::bowdown:

We waiting 1.10:trouble:!!!! (joke):D:joke:
 
First of all, great update!
Second, I found something rather unexpected, and may be an introduced bug:

When my naval stack was attacked, the enemy destroyed 3 of my galleons loaded with infantry, but did not attack any of my other ships (which included a ship-of-the-line and a dozen privateers).

I thought that non-transport units would get to defend first. Or, at least, ships that aren't carrying units. Has this changed?

I haven't tested further, but is it possible that the privateers in my stack may have messed up the defense logic? The enemy attacked with a destroyer and a couple of transports.
 
If that's true that would be a pretty big flaw, introduced most likely by merging in Lead From Behind. Normally, ships carrying cargo should only defend if there is no ship left that has no cargo loaded, even a Missile Cruiser with a missile loaded would hide behind empty tranports (which is flawed too, only the other way round).
 
Hmmm... well, I no longer seem to be able to reproduce the problem. I should have kept that turn. I ran the turn twice and checked out my stack to make sure it was defended, because it was a WTH moment, so it definitively happened. But, it's obviously not a simple issue, because I can't recreate it with a similar stack. Hopefully, just a one-time bug that doesn't happen again. Might have nothing to do with anything BTS AI changes.
 
These two items caught my eye.

- AI now targets cultural victory cities, capital if enemy is going for space

- Reworked AI logic for when to raze cities it conquers

In one of my games (don't remember if it was normal BtS or if I was playing with Better AI or another mod), I was going for a cultural victory, and was pretty close. An AI declared war on me, and started sieging one of my three culture cities. I was scared they would raze it after taking it, completely obliterating my chance at a cultural victory. But they occupied it instead, even though this was an inter-continental naval invasion, so it was completely surrounded culturally, and I of course took it back a couple turns later. I had lost some culture, but not much really. I ended up winning a cultural victory. I think they went to war with me because I was close to winning, but if they had simply razed my city, they could have put me out of the game. Do you think, that with Better AI 1.0, the AI would behave differently in this situation?

Also, generally, it's always seemed like the AI razes cities too seldom. Will they raze more cities generally in this mod?

btw, sorry not to state my comment/question more succinctly
 
Col_Kurtz: At least the AI should attacks and raze capitals of players close to a space victory (but I can't find that part of the code ither right now).
Not sure about culture though but since most cities close to legendary culture probably have an active world wonder or is a holy city, the AI will never raze them. If I'm reading that code correctly (CvPlayerAI::AI_conquerCity())
 
I get 'ai_strategy_alert1' : undeclared identifier when trying to compile. I can't find any declarations for this anywhere... This is with CodeBlocks, if it matters.
 
It's in AI_Defines.h, line 20:
Code:
#define AI_STRATEGY_ALERT1				(1 << 3)   [COLOR="Green"]// Likely attack from neighbor[/COLOR]
 
Thanks, I had somehow reverse-merged thar one file!
 
Col_Kurtz: At least the AI should attacks and raze capitals of players close to a space victory (but I can't find that part of the code ither right now).
Not sure about culture though but since most cities close to legendary culture probably have an active world wonder or is a holy city, the AI will never raze them. If I'm reading that code correctly (CvPlayerAI::AI_conquerCity())

Good explanation. Still, at some point in this mod, it would be awesome if the AI learned to raze even wonder-filled cities if they're about to give someone a cultural victory. Unless they greatly overpower you and think they can finish the war and take over all your cities, they should burn the city in that situation.


Also, wouldn't capitals also often be a holy city or have an active wonder? Does the AI still raze such cities if the player is close to a space victory? If so, couldn't the same logic be applied to cultural victories?
 
Maybe I am just wrong. I believe I remember jdog talking about razing logic to hinder someone else's victory but I couldn't see anything pointing to it in that function I was looking at.
 
Maybe I am just wrong. I believe I remember jdog talking about razing logic to hinder someone else's victory but I couldn't see anything pointing to it in that function I was looking at.

Yeah, maybe this mod already addresses that situation. I don't remember what mod I was using at the time.

jdog, care to comment?
 
Did you guys tinker with ai city choice placement? the AI seems to be choosing to get an econ resource over having access to the sea. Those little city placement circles show up in the strangest places. Also I've noticed the AI having the -1 for close boarders relationship modifier when our boarders arnt anywhere near each other. Seems to be triggered by first contact then goes away..is that a feature ?
 
Congrats! Wow what a several years long slog! I think I'm in the mood for a game of BtS. If the AI is truly better, then I can look forward to some worse than usual humiliation... :gripe:
 
I've been running version BBAI 0.84 with BUG and my own modifications. Can I just copy in the new DLL file and the 4 new globaldefine files to get this to work?
 
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