View Full Version : Civ4 - Better AI


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  1. What is Better AI?
  2. Specific Bug Reports
  3. Report Questionable Behavior
  4. Installation Instructions
  5. Better AI FAQ
  6. Better AI Latest Version
  7. Debugging BetterAI (and Chipotle cheat mode)
  8. Bug from previous thread
  9. Failed Assert - Infinite Loop
  10. Air Units can now explore -- 01/25
  11. BetterAI 1/25 OOS back with Avengence
  12. AI Aggression levels (please discuss here).
  13. Warlord/Noble level playtesters?
  14. Quesiton about Chipotle info
  15. Improving turn times
  16. A quick important question
  17. Now ... weak defenses
  18. Needed: Missionary Automation
  19. Suggestion For Ai Behaviour
  20. Better AI and spies
  21. Is there a way to combine "history of the world" from different builds?
  22. XML-settings with BetterAI
  23. Request: Show what AI is currently moving
  24. Leader Reputation
  25. AI Strategy Descriptions
  26. The Governor
  27. Handicaps at Noble level
  28. Better AI experience
  29. How to test OOS errors, what to report...
  30. Initial Observations: 2/9 Build
  31. BetterAI with Dales Ranged bombardment - Assert error
  32. Improving AI sea invasions
  33. Hemmed in AI
  34. How 'adaptive' is AI?
  35. marathon?
  36. Source?
  37. Wars for resouces?
  38. Blake´s AI mod doesn´t works on Vista
  39. Newcomers: here is how to change the CivilizationIV.ini file to increase autosaves
  40. Multiplayer support?
  41. Better AI quick question
  42. How differently does this AI treat human players compared to other AI?
  43. Just A Thank You
  44. Problem compiling SDK for A Better AI...
  45. Old AI vs. Better AI?
  46. Better AI vs. Science frenzy?
  47. Potential for unique/specialized AI personalities?
  48. Another satisfied Better AI customer.
  49. Any updates?
  50. [Request] Better colonization for BetterAI
  51. Unit power formula
  52. Extra Features for Better AI that will make Micro/Macro Managing Easier.
  53. how do i get HOF/A Better AI to work in tandem
  54. Better AI is dead
  55. Can everybody bug fix the 2007/01/29 Version?
  56. So, 'fess up already!
  57. Better AI's diplomacy
  58. Enhanced AI suggestions for BTS
  59. An Official Update... (April 07)
  60. Perpetual war: why?!
  61. What other mods besides Better AI do you guys use
  62. Better AI in the Early Game
  63. Cultural victory civs
  64. How do I use Better AI with another mod?
  65. Another Official Update (April 20)...
  66. How to uninstall Better AI
  67. Questions
  68. Having problems compiling Better AI SDK...
  69. AI attitude at aggressive AI setting
  70. STICKY: Welcome
  71. Shortcut to load Civ4 w/Better AI
  72. Better AI + speed mod
  73. BetterAI MP?
  74. DLL merge
  75. Recruitment
  76. Bug causing war with distant civs.
  77. Just modified the war declaration code
  78. New experimental BetterAI version : more human-like and warlike behaviour
  79. 2 new mod components that I would like to see in this mod
  80. Power -- a poor approximation.
  81. Another bad bit of code maybe -- CvTeamAI.cpp
  82. 24 Man Better AI?
  83. Failing to build workers on islands:
  84. City Governor
  85. Source for Better AI
  86. BTS SDK source
  87. BetterAI for Warlords 2.13?
  88. Did Blake help with BtS AI?
  89. help installing
  90. Levees?
  91. bts version?
  92. Better than BTS
  93. [BTS] In game debug mode
  94. [BTS] v0.11 Discussion thread
  95. [BTS] AI Strategy - war
  96. [BTS] AI Tactics - war
  97. [BtS] Navy AI
  98. [BtS] Aggressive AI?
  99. [BTS] v0.2 Discussion thread
  100. Some general thoughts on AI behaviour
  101. Amphibious attack AI
  102. Some strange AI code I found...
  103. [Better than BTS] Threats,Targets, Reserves and Plans
  104. [BTS] v0.21 Discussion thread
  105. AI pathing [Better than BTS]
  106. Version 0.3 discussion thread
  107. Version 0.35 discussion thread
  108. Espionage target weighting
  109. AI cheats...
  110. Vassals and Attitude
  111. New action buttons and behaviour added for 0.35 AI
  112. Sourceforge SVN repository
  113. Air combat discussion
  114. Version 0.36 Discussion Thread
  115. New unit orders mod for Better BTS AI v0.36
  116. Air Question
  117. Double-check My Build Environ, Please
  118. Addressing the Late-Game Mop-Up
  119. Diplomacy and Trust Ratings
  120. Help! Errors during startup w/ new Handicaps
  121. AI Handicaps
  122. Research behavior
  123. Stupid settling (can be closed or deleted)
  124. Combine with other mods?
  125. Modular Tactics Feature
  126. Dresden's 0.19.1 patch
  127. Looking for a Task
  128. Change_player
  129. Version 0.37 Discussion Thread
  130. [BTS] AI Strategy - corporations
  131. Great General AI
  132. Simulated Combat
  133. Worker Stealing
  134. Change Player to Change Leader
  135. [BTS] Development thread
  136. Trading AI / of strategic ressources / ...they need for Unique Unit
  137. Military Unit Building Discussion (example: continue knight when rifleman available?)
  138. WANTED: AI's fighting each other in epic wars!
  139. Alliance / Defensive Pact AI
  140. Merging Better AI with BUG 3.5
  141. Thoughts on creating a combat simulator
  142. Version 0.40 Discussion Thread
  143. Suicide attacks
  144. Gold use by the AI
  145. Auto Air Recon function
  146. Version 0.41 Discussion Thread
  147. [BTS] Better BTS AI Download
  148. Blues about blue circles.....
  149. Research changes
  150. when i updata to the 0.41
  151. Is the AI any better yet?
  152. Better AI with more than 18 civs?
  153. Switching the capital - sense or nonsense?
  154. AIs and Colonies
  155. Is Iron a war trigger?
  156. Compatible with Beyond the Sword
  157. AI Techniques.
  158. Version 0.45 Discussion Thread
  159. Nuclear Weapon Behavior
  160. Improvements to worker automation
  161. [BTS] Voting AI Discussion
  162. Two AI Question and possible Request
  163. Workers Farming Tiles Outside of Fat Cross?
  164. Better Ai 0.45 with more than 18 civs?
  165. Version 0.50 Discussion Thread
  166. Automate explore for air units?
  167. Crash when launching BtS
  168. Compatibility question
  169. Going for victory?
  170. Stupid religious behavior
  171. Capitulation decisions
  172. Basic Documentation
  173. Optimal victory play vs Optimal game play
  174. Version 0.60 Discussion Thread
  175. Two on an Island
  176. City Specialisation
  177. How does the Mod interact with "No Tech Brokering"
  178. Random technique
  179. Better AI -- Implementation Priorities
  180. What's the difference between AIAutoPlay and ChangePlayer?
  181. Request: Explore Assault AI
  182. Welcome to Better BTS AI
  183. Sec General AI
  184. AI Bug when in Golden Age
  185. Corporation strategy
  186. AI worker building too many roads?
  187. GC.GetBestAttacker doesn't exist
  188. Merge Better AI with Fall From Heaven
  189. Any reason not to includeBetter A.I. in a mod?
  190. A better quick "how good am I fighting X"
  191. Gold quality thread
  192. Keeping particular units alive
  193. AI unit upgrade...
  194. how can I test if Better AI is in operation?
  195. Conquerer AI / Hegemonial AI (Anti-Capitulation)
  196. Golden age city governor
  197. Tweak for AI Building, poke holes in it
  198. Anaconda Plan
  199. Privateers
  200. BetterAI and BUG 3.6
  201. Better AI Difficulty
  202. i tried this mod in the rise of mankind package
  203. Version 0.70 Discussion Thread
  204. Workers
  205. AI colonization
  206. Installing better AI
  207. Downloaded, but still showing the wrong version
  208. Uranium bug?
  209. AW and Priests
  210. Better AI vs Unofficial patch
  211. Pirate AI for land unit
  212. AI not very good with it's warlord...
  213. Quick question on explorer AI
  214. IASSET and IPOWER
  215. Question about AI
  216. Version 0.75 Discussion Thread
  217. Installing for Online
  218. Carrier AI
  219. limitations to AI in spreading past bad terrain?
  220. Stealth destroyer question
  221. Privateer style land unit, can enter enemy cities
  222. land transport challenge!
  223. BUG suggestion
  224. Air unit promotions
  225. I've heared there's a capitulation bug...
  226. Merge with BULL?
  227. More Unit AI troubles uncovered in XML
  228. Version 0.76 Discussion Thread
  229. Too many units on a small landmass
  230. Combat Odds 0.0%
  231. AI fighter use
  232. Just as i got the AI working for online a new patch turns up!!
  233. Bts 3.19
  234. Strange allowed event option
  235. Version 0.77 Discussion Thread
  236. Version 0.78 Discussion Thread
  237. AI upgrading old units to new ones
  238. Still a bug with new colony leader names
  239. AI workers making illegal improvements
  240. What does PeaceWeight do?
  241. Problems w/ Multiplayer, setting up default game as a mod?
  242. Will this have the 48 civ option?
  243. "City Flipping After Conquest" option
  244. Using the strategy layer to store extra data
  245. Removing AIAutoPlay.py and ChangePlayer.py
  246. Touch up the city governor - suggestions!
  247. AI tactics improve with difficulty level?
  248. Machine Guns and other units with City special and City Counter AI
  249. Offensive Drafting
  250. Idea: Dynamic Unit Values