Would this work with Final Frontier?

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Or a mod of Final Frontier? It doesn't have it's own custom dll so if it works with the default AI then shouldn't it work with Better AI? There is some AI in python scripts which I think are for building starbases and assigning population to planets so I'm wondering if that would interfere with Better AI or vise versa.
 
Ok I tried it but there is some strange python stuff I don't know how do merge:confused:

CvMainInterface.py

All the rest are debug stuff, which is nice but I don't know how do merge that either

I need python help!

Edit:
After a bit of work and guessing I got the planets, the suns, and the city labels to appear,(they look a bit strange but that could just be the system I started on) but there is still not interface. The only modded python file is CvMainInterface.py all the rest are just copied

I have not tried to add any debug stuff yet
 
I've added BBAI to my personal FF-based mod. It works fine.

This is the entire extent of my merge notes:
Code:
Merge Better BTS AI (currently v0.80)
- copy CvGameCoreDLL.dll to mod's assets folder.
- merge GlobalDefinesAlt.xml
- add Text\CIV4GameText_BetterBTSAI.xml

That is everything I did.

After the merge I have played one full game and am perhaps a bit over a third of the way into a second game. I have had one CTD, but there is no way to know if it was BBAI related (I have infrequent CTDs anyway, regardless of mod, in CIv4 - once every 2 or 3 games would probably be normal for me).

You don't actually need to change any python files, or even copy them over. The files in the screens folder contain bugfixes but the screens are not the same in FF anyway so I don't know if the bugfixes are relevant. Likewise the other python files are either bugfixes that are not relevent - except maybe CvAdvisorUtils.py - or optional files that allow you to do some things that are mostly useful for testing. It runs without any of them, like it always did .

The only XML files you need are Text\CIV4GameText_BetterBTSAI.xml and to merge GlobalDefinesAlt.xml. You also need any that match the optional python based components that you actually use (I didn't use any of those so I didn't add or change any other XML files).
 
I assume in addition to not crashing you've seen it play better? I had noticed that carrier units are using sea unit AI's while other units use land unit AI scripts and while that didn't seem to make a difference before I wondered if with new AI the new behavior might have made such differences more significant.
 
I assume in addition to not crashing you've seen it play better? I had noticed that carrier units are using sea unit AI's while other units use land unit AI scripts and while that didn't seem to make a difference before I wondered if with new AI the new behavior might have made such differences more significant.

In that particlar way, it is not smarter. It stil never puts squadrons on carriers or starbases, or missiles on cruisers (and the only reason they are ever missiles on starbases is because they produce missiles - and it even seems like the AI moves most of them off the starbases). Fixing this will take the carrier/missile_carrier equivalent to the land transport fix that may someday be done (it ought to be a little easier then the land transport fix).

I think it is a bit smarter, particularly in managing its economy, but ther large random factor in the games makes it hard to be certain.

I have finished oen test game and am now most of the way through a second. The two games used the same settings, but not the same start.

I won the first test without much difficulty. It was a bit later than I usually win.

Nearing the end of the second game, it looks like I'm actually going to be beaten. One civ (Halis) can now research the tech that allows the astral gate to be built. I still don't have the two techs that come before that tech. If it actually researches the tech and builds the gate in a timely manner it will win. If it researches other techs instead, or assigns a gate part or two to some backwater system with minimal hammer output, then I will probably win. (I did make a significant mistake - when I got Quantum control first, the free tech I took was not on the path to get to the astral gate. I hadn't realized how far down that tech path it was.)
 
Thanks, It works!!!
But how would you merge the AI auto play and the change player?

I haven't looked at them.

I also havn't checked to see if any of the python or XML bug fixes are relevant to FF.

Neither of these was necessary to see if the AI would actually work correctly.
 
I wasn't thinking of testing I use auto-play if I am crunched on time or want the challenge of turning a failing empire (silly AI) to a great one. Either way its a nice feature to have.
 
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