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Cultural Domination in Balance: EitB Succesion Game

Maybe a More Naval AI change that was imported into EitB without anyone noticing?
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That's not the sort of change I'd expect of Tholal, its kinda outside the ethos of his modmod. Besides, all the radical changes are much more recent.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Maybe the 20 AC elven war is a two parter here, and that's why we are missing it.

#1. It only exists if both parties are controlled by the AI

#2. Like Gurid and Margalard, it only affects a certain percentage of games, so depending on the RNG at game start up, it may or may not occur. This makes the game less predictable, and I can guarantee that this has something to do with it.
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This effect is found in CustomFunctions.py under warScript (code unchanged from FFH) (this is also where war declarations for starting the Tower and Altar victory buildings is handled

Code:
if CyGame().getGlobalCounter() > 20:
    if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SVARTALFAR'):
        if (pPlayer2.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_LJOSALFAR') and CyGame().getPlayerRank(iPlayer) > CyGame().getPlayerRank(iPlayer2)):
            self.startWar(iPlayer, iPlayer2, WarPlanTypes.WARPLAN_TOTAL)
    if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_LJOSALFAR'):
        if (pPlayer2.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_SVARTALFAR') and CyGame().getPlayerRank(iPlayer) > CyGame().getPlayerRank(iPlayer2)):
            self.startWar(iPlayer, iPlayer2, WarPlanTypes.WARPLAN_TOTAL)

More Naval AI (an AI mod for FFH2) - focusing on bugfixes, stability and AI improvement
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