[MOD] Version 2.7 release

Tholal

Emperor
Joined
May 19, 2009
Messages
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Version 2.7 released! Download Link.

NOT compatible with previous saves.

Thanks to Terkhen, lfgr, Sezren and MagisterCultuum for the code assistance and many others for suggestions and bug reports.

Bugfixes
[*] bugfix for and minor tweaks to the Infernal spawning code
[*] fix for blockades becoming permanent
[*] events should no longer occur on peaks if they have a required terrain
[*] Barbarian cities created due to the Barbarian World option should be more spread out now; added some additional logging around this game option
[*] HN units can no longer capture cities (they will auto raze instead). Messaging still needs work (reports the owning player as the one doing the razing)
[*] Changed the python call for setHasEmbassy to match the C++ function
[*] fix for diplomacy attitude modifiers displaying twice
[*] fix for ships being able to get around cargo restrictions with various ship promotion spells (code by Sezren)
[*] fix for units with Blitz and Defensive Strike getting too many defensive strikes when the Quick Combat option is not enabled
[*] Great Generals will now use civ-specific artwork if it is available
[*] Immortal units will no longer be reborn if they die as cargo
[*] Puppet states retain the original civilization
[*] Fix for a potential Crash when playing with require complete kills.
[*] Player will no longer be given the option to select another civilization when using AIAutoPlay when all civilizations are dead.
[*] Fix for an exception that would occur when an Inquisition was interrupted by city raze
[*] Creating a Puppet State will no longer cause an OOS
[*] World break (and city fire events) will no longer destroy Dwarven Vaults, Demonic Citizens, Altars of the Luonnotar or any of the Towers of Mastery
[*] Savegames now use TURN instead of AD. Graph time indicators now use turns. Top 5 cities screen will now display the turn in which each city was founded. The turn in which the city was founded is now displayed correctly in the city screen.
[*] The turns required for double culture wonders are now calculated correctly. They are displayed in turns instead of in years.
[*] MoreCiv4lerts will no longer say that a civilization in Crusade is ready to capitulate
[*] Added new trade types from Advanced Diplomacy to TradeUtil, so as to get rid of the 'TradeUtil - unknown item type’ warnings.
[*] Updated text for Revolutions game option to make it clearer that it is incomplete; also, a one-line change that should fix one of the issues involved with switching leaders during Revolutions
[*] Updated some spell descriptions that were incorrect
[*] Production from chopping will no longer be sent to settlements

UI
[*] Now displaying <iCultureGarrison value> in unit mouseover info
[*] Players will now see a message when a Puppet State is legitimized
[*] Attitude modifier, free promotion and mutation chance are now displayed in the bonus help and Sevopedia
[*] In the tables of the info screen, show only units and buildings that have been used at least once.
[*] Announcements when Wonders are captured or destroyed
[*] Show a message when roads are pillaged
[*] Many new Civilopedia texts, coming from the Lore Compendium and the Bestiary

AI
[*] update to the Ai decision on when to cast River of Blood
[*] tweaks to city production code; AI should be more willing to build Escort Naval units; AI shouldnt build Missionary Sea units if they dont have a religion
[*] some tweaks to naval assaults and naval settler transports; additional logging around these groups
[*] AI should be a little more interested in promotions that grant first strike

Code
[*] Update to Worldbuilder 4.17b
[*] Merge of Advanced Diplomacy 2.8 into Advanced Tactics
[*] Merged in Specialist Enhancements (specialists can now increase or reduce happiness and health)
[*] Some spells will now interrupt unit cycling (original code by Denev. Merge by Terkhen)
[*] Multiple Production added as a Game Option
[*] Advanced Diplomacy - Limited Borders no longer linked to Open Borders agreements; an attempt to fix the capital city visibility issue when trading embassies; AI should be more interested in Limited Borders trades
[*] tweaks to how Hyborem's starting location is chosen
[*] Removed the Nuclear Dissuasion player option
[*] Add fixed versions of the Islands and Archipelago map scripts (they were previously broken by a change to calculate(Total)BestNatureYield)
[*] Tolerant civilizations will now use the terrain yield changes of the original civilizations of their conquered cities.
[*] Erebus_mst added to the list of mapscripts that have no equator for End of Winter.
[*] The game will no longer announce which civilization has built the Pact of the Nilhorn. New ProjectInfo tag <bHiddenAnnouncement> that implements this feature.


In addition, there were numerous small AI and logging tweaks as well as improvements to logging.
 
[*] MoreCiv4lerts will no longer say that a civilization in Crusade is ready to capitulate
Does it mean Illians getting a peace after The Draw through the event is a bug too?
What about Seven Pines interrupting these wars?
 
Does it mean Illians getting a peace after The Draw through the event is a bug too?
What about Seven Pines interrupting these wars?

This seems like just one of those instances of crazy FFH stuff impacting other crazy FFH stuff in an unanticipated manner, so I'm reluctant to change the way it works unless someone can find a post from Kael that reinforces the belief that this is a bug.
 
I've been playing More Naval for quite a while, but have taken quite a few extended breaks.
I have 2.7 installed, and one thing that needs to be fixed is the icon for the Lanun Adepts, which is the same as the Lanun Warrior. This can cause some issues when managing stacks of doom, naturally.
The other potential issue I see is I have an incoming stack of doom consisting of Disciples of Acheron. Last I recall (dating back to an earlier version of the mod), I thought they were supposed to be tethered to the city Acheron spawns in. Instead, I got my stack fireballed and fending off fire elementals in a fog of war area where it's too small to hide Acheron's city, and lo and behold, a turn later, the Disciples bear down on my frontier city.
If this is an intended change, I'll accept my Civ's fate. If not, I'll jump into the world editor and remove them.

A comment on the Advanced Tactics diplomacy: Trade deals, Rights of Passage deals, Embassies and Non-Agression Pacts all auto-cancelling within 10 turns is a bit aggravating. The AI's been good at reextending the offers, but they shouldn't have to.
 
Norton tells me the file is unsafe and has been removed. I'm hesitant to even try to work around that... Could there be some sort of problem with the installer?
 
I've been playing More Naval for quite a while, but have taken quite a few extended breaks.
I have 2.7 installed, and one thing that needs to be fixed is the icon for the Lanun Adepts, which is the same as the Lanun Warrior. This can cause some issues when managing stacks of doom, naturally.

Hmmm. Is it different in vanilla FFH?

The other potential issue I see is I have an incoming stack of doom consisting of Disciples of Acheron.

They should stay put unless the Raging Barbarians option is on. If it's not, can you upload a savegame?

A comment on the Advanced Tactics diplomacy: Trade deals, Rights of Passage deals, Embassies and Non-Agression Pacts all auto-cancelling within 10 turns is a bit aggravating. The AI's been good at reextending the offers, but they shouldn't have to.

Interesting if true. I dont see in the code where it auto-cancels, but that would explain some things. Is this just an observation from playing or have you see the auto-cancelling in the code somewhere?

Norton tells me the file is unsafe and has been removed. I'm hesitant to even try to work around that... Could there be some sort of problem with the installer?

Not sure. I ran Norton's online scanner and the only thing it found was the MNAI exe and another installer exe. It didn't give details as to why. I seem to remember this happening with a previous release as well.
 
Hmmm. Is it different in vanilla FFH?
I believe so. I don't recall ever having issues distinguishing them in my unit stacks, and I prefer playing Lanun.

They should stay put unless the Raging Barbarians option is on. If it's not, can you upload a savegame?
Ah, Raging Barbarians is on. I don't recall them untethering in the past with the option on, but it's good to know.

Interesting if true. I dont see in the code where it auto-cancels, but that would explain some things. Is this just an observation from playing or have you see the auto-cancelling in the code somewhere?
Just an observation from playing.
 
Is it possible to disallow the Grigori from building the Mercurian Gate? The game I'm playing just had that happen, and that's rather disconcerting given Cassiel's disdain for the angel and demon interference.
 
Is it possible to disallow the Grigori from building the Mercurian Gate? The game I'm playing just had that happen, and that's rather disconcerting given Cassiel's disdain for the angel and demon interference.
This is a big enough change to the way the game plays that I don't think it is within the scope of this modmod.


It is however a very simple change that you yourself could make in python.Just edit CvGameUtils.py to add these two red lines.
Code:
        if eBuilding == gc.getInfoTypeForString('BUILDING_MERCURIAN_GATE'):

            if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_GRIGORI'):
                return True

            if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_HYBOREM_OR_BASIUM):
                return True
            if pPlayer.getStateReligion() == gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL'):
                return True
            if pCity.isCapital():
                return True
            if pPlayer.isHuman() == False:
                if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_EVIL'):
                    return True

edit: apparently the code tags now override color changes. I think you can guess which two lines I meant though.


edit2: you could also use if pPlayer.getLeaderType() == gc.getInfoTypeForString('LEADER_CASSIEL'): if you'd rather block Cassiel from summoning Basium but still leave that option available for Minister Koun.
 
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This is a big enough change to the way the game plays that I don't think it is within the scope of this modmod.


It is however a very simple change that you yourself could make in python.Just edit CvGameUtils.py to add these two red lines.
Code:
        if eBuilding == gc.getInfoTypeForString('BUILDING_MERCURIAN_GATE'):

            if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_GRIGORI'):
                return True

            if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_HYBOREM_OR_BASIUM):
                return True
            if pPlayer.getStateReligion() == gc.getInfoTypeForString('RELIGION_THE_ASHEN_VEIL'):
                return True
            if pCity.isCapital():
                return True
            if pPlayer.isHuman() == False:
                if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_EVIL'):
                    return True

edit: apparently the code tags now override color changes. I think you can guess which two lines I meant though.
Awesome. When I play with my friends, I'll need to make sure they have my version of CvGameUtils.py to prevent OOS errors, I presume. Furthermore, is this a change I'll need to reenact when 2.8 and beyond is available?
 
Awesome. When I play with my friends, I'll need to make sure they have my version of CvGameUtils.py to prevent OOS errors, I presume. Furthermore, is this a change I'll need to reenact when 2.8 and beyond is available?

It is very likely that the More Naval AI version of CvGameUtils will change between different releases. Because of that, the easiest way for you to keep the change in future versions is to just grab a clean MNAI and modifiy the new CvGameUtils again. If you just use the old version of the file, you will rewrite any MNAI 2.8 changes with the 2.7 version and it is very likely that you will break the game. If you want to do more complex stuff you might want to look into three way merging or using a version control system (like Mercurial, the one that More Naval AI is using) but for such a small change I would not bother :)
 
[*] fix for ships being able to get around cargo restrictions with various ship promotion spells (code by Sezren)
Are units supposed to be unable to carry Hawks onto ships? I realize that Hawks were a bit ridiculous in FFH, but being unable to take them overseas seems a little far in the other direction... How about just turning them into an ability of the units that can now carry them, rather than them being separate units? I'd prefer it that way, personally.

[*] Multiple Production added as a Game Option
Ooh, does that let a city build more than one thing per turn if it has the hammers for it? :O

Hmmm. Is it different in vanilla FFH?
Looks like no. They're the same, as with Lightbringers and Ecclesiastics.

Conversely, priests and high priests of the same religion are nearly identical in appearance but have different icons.

Interesting if true. I dont see in the code where it auto-cancels, but that would explain some things. Is this just an observation from playing or have you see the auto-cancelling in the code somewhere?
I'm not sure that it always happened right after 10 turns, but I remember deals that the AI was happy to renew being pretty frequently cancelled even with Advanced Tactics turned off. But Open Borders was redded out with "Not now, maybe in a few years" or whatever, which is normally what happens if you cancel it. Also, the leader doesn't contact you to inform you the deal is over like usual, which seems like an indication that something screwy is going on. This was in some beta version of 2.7, of course.

Not sure. I ran Norton's online scanner and the only thing it found was the MNAI exe and another installer exe. It didn't give details as to why. I seem to remember this happening with a previous release as well.
I've gone back to finishing up the Blood of Angels scenario in unmodded FFH2 for now.
 
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Are units supposed to be unable to carry Hawks onto ships?

Yes.

I realize that Hawks were a bit ridiculous in FFH, but being unable to take them overseas seems a little far in the other direction...

Frigates can carry birds.


I'm not sure that it always happened right after 10 turns

It should be happening exactly 20 turns after the deal was made, which is 10 turns after it becomes cancellable.


, but I remember deals that the AI was happy to renew being pretty frequently cancelled even with Advanced Tactics turned off.

No game options should affect this bug.


Also, the leader doesn't contact you to inform you the deal is over like usual

It should show in the event log though.


This was in some beta version of 2.7, of course.

It would have been present as far back as the first beta of v2.7, but not in v2.63.
 
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