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Version 2.6 released!

Discussion in 'More Naval AI Modmod' started by Tholal, Nov 13, 2014.

  1. Tholal

    Tholal Chieftain

    Joined:
    May 19, 2009
    Messages:
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    Version 2.6 has been released. It can be downloaded at the usual spot.

    List of changes follows:

    Bugfixes
    • Fix for a potential crash related to the Taunt spell
    • Units with the Loyalty promotion will now be killed rather than captured via the Domination spell (fix for [bugs:#242]); text messages for Domination spell will now include the unit's name
    • Fix for players not receiving Disciple units when discovering religions
    • Fix for potential crash in the Revolutions code (bug find and fix by MC)
    • Gifting units with the FreePromotionPick tag will no longer give the units extra promotions (fix by flgr)
    • Fix for cities with UnhappyProduction ending up with negative production (fix by fe79 and Terkhen)
    • Fix for Bonuses from the Stigmata promotion not appearing in the combat odds
    • Fix for Terraformers not using Vitalize or Sanctify
    • Fix for an OOS caused when casting Hyborem's Whisper (code by Terkhen)
    • fix for AI reconsidering War too often, especially when the civs viewed each other favorably (this "feature" is now part of the Aggressive AI option) (bug find by lfgr)
    • Vassals will no longer refuse Open Borders agreements with their Master

    Game Tweaks
    • Rebels have an increased chance of capturing buildings when they take cities from players they are rebelling against
    • Rebase range has been increased to airRange() * 3
    • Included modified versions of Jean Elcard's Extended End of Winter and TC01's Better Blizzards
      • Enhanced End of Winter (seen when using the End of Winter game option)
        • Seas will be coated with temporary ice
        • Features such as forests may be temporarily altered to colder climate versions
        • Bonuses that aren't appropriate for the temporary terrain will be hidden until the terrain warms up. Sometimes they will be replaced with colder climate bonuses
        • Lands closer to the equator will thaw out first
      • Better Blizzzards
        • Blizzards will now move around
        • Blizzards will convert terrain into Snow and Tundra
        • Blizzards can move on water and peak tiles
        • Blizzards can randomly spawn from ice tiles
        • Blizzards will be more common and last longer in Illian lands

    AI
    • Patrol units will no longer start wars
    • Added some python code to help the AI build Temples of the Hand
    • Increased the Power rating of Hyborem and Basium
    • Tweaks to how the AI values wars; AI less likely to start warplans with players with whom they have good relations (unless the Aggressive AI option is selected)
    • Tweaks to how the AI values ending a war
    • Removed some restrictions that were artificially forcing the AI to separate their cities
    • AI now has a better understanding of when cities need Culture buildings
    • Tweaks to how the AI values Religions
    • Minor improvements to the Terraforming code
    • AI cities more likely to build units if there is danger nearby
    • Fallow civs discouraged from constructing health buildings and buildings that keep food after population growth

    Code / UI
    • Tech details will now display into about any bonuses unlocked
    • Added a pythonHelp tag to SpellInfos (code by lfgr)
    • Enabled the isDisallowsInquisitions tag for CivicInfos
    • Exposed getSanctuaryTimer to python
    • Updated to Enhanced Worldbuilder v4.10
    • New tags for PromotionInfos.xls
      • <bBlocksUpgrades>
      • <bBlocksGifting>
    • New C++ functions (functions in green are exposed to python)
      • CvPlayer::countNumOwnedHills()
      • CvPlayer::countNumOwnedRiverSide()
      • CvPlayer::countNumAvailablePlotsForImprovement(ImprovementTypes eImprovement)
      • CvPlot::FeatureTypes getRealFeatureType() const;
      • CvPlot::getRealFeatureVariety() const;
      • CvPlot::getRealBonusType() const;
      • CvPlot::setRealFeatureType(FeatureTypes eFeature);
      • CvPlot::setRealFeatureVariety(int iVariety);
      • CvPlot::setRealBonusType(BonusTypes eBonus);
      • CvPlot::setTempFeatureType(FeatureTypes eFeature, int iVariety, int iTimer);
      • CvPlot::setTempBonusType(BonusTypes eBonus, int iTimer);
      • CvPlot::getTempFeatureTimer() const;
      • CvPlot::getTempBonusTimer() const;
      • CvPlot::changeTempFeatureTimer(int iChange);
      • CvPlot::changeTempBonusTimer(int iChange);
      • CvPlot::isHasTempTerrain();
      • CvPlot::isHasTempFeature();
      • CvPlot::isHasTempBonus();
     
  2. Bad Player

    Bad Player Chieftain

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    I like the Enhanced End of Winter and Better Blizzards improvements! :)
     
  3. Terkhen

    Terkhen Chieftain

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  4. Fafnir13

    Fafnir13 Chieftain

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    Shoreline, WA
    I don't play this game often, but your updates always bring me back to it. Thanks :)
     
  5. Bad Player

    Bad Player Chieftain

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    I just saw the new enhaned WB - very nice! :)
     
  6. Bad Player

    Bad Player Chieftain

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    Question - why did you move a lot of code out of CvEventManager.py in v2.6 compared to v2.5? V2.6 = 872 lines long, v2.5 (inc my code) = 4145 lines long!

    Some things I've noticed that might affect my scenario (which uses your MNAI mod):
    V2.5:
    # globals
    cf = CustomFunctions.CustomFunctions()
    gc = CyGlobalContext()
    localText = CyTranslator()
    PyPlayer = PyHelpers.PyPlayer
    PyInfo = PyHelpers.PyInfo
    sf = ScenarioFunctions.ScenarioFunctions()
    game = gc.getGame()
    V2.6:
    gc = CyGlobalContext()
    localText = CyTranslator()
    PyPlayer = PyHelpers.PyPlayer
    PyInfo = PyHelpers.PyInfo

    sf.[stuff] is referenced often in v2.5 (I used it for easy popup texts but I might change popup methods later anyway...)
    [e.g. sf.addPopupWB(CyTranslator().getText("TXT_KEY_WB_ELOHIM_SCENARIO_INTRO",()), 'art/interface/popups/Blood of Angels.dds')]
     
  7. Tholal

    Tholal Chieftain

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    I think that you're looking at the wrong CvEventManager file. Possibly one from another mod?
     
  8. Bad Player

    Bad Player Chieftain

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    No they are definitely yours (may have been v2.53 not 2.5 but still...). What figure seems wrong (N.B. the 4145 includes about 1000 lines of my code)?
     
  9. Terkhen

    Terkhen Chieftain

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    BadPlayer: You must have used wrong files. In 2.53, CvEventManager is 3004 lines long, while in 2.6, CvEventManager is 3057 lines long. From what I saw while doing the merge for my mod, the addition of the new Blizzards code, the Hyborem Whisper fix and some world editor related changes increased the line count, while a refactor of the code that grants magic sphere promotions to units while they are created reduced the line count a lot (that refactor is an awesome idea, by the way :) ). If you are facing complicated merges such as this one, I suggest that you use some tool that can handle three-way merges such as kdiff3 or you are bound to lose something in the merge.

    Tholal: It's not something very important, but while I was checking this I noticed that the 2.6 download is missing from the sourceforge page.
     
  10. Bad Player

    Bad Player Chieftain

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    OK so there's something wrong with my v2.6 CvEventManager.py. I kept my modified version and I reinstalled FFH2 MNAI from scratch again.
    1) Install FFH2 0.41n
    2) Install FFH2 0.41o patch
    N.B. The FFH2 shortcut has a bad target/path and I have to fix this after everything is installed.
    3) Install FFH2 media pack
    4) Install MNAI v2.6

    That time v2.6 CvEventManager gave me the 3057 lines long file! :)
    It's so weird that I had a faulty install before - it was definitely MNAI v2.6 because I played it and I have the file (with my added code) which shows it is FFH2!!!
     
  11. Bad Player

    Bad Player Chieftain

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    Mystery solved! I modified the Civ 4 complete CvEventManager.py file which is why it was short and didn't have much stuff in it. Apologies for my stupidity! :cringe:
     

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