Better BTS AI

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,601
Ok, so I'm attempting something radical. I'm merging Better BTS AI 45 with AoD2.

Who'd like to sign up to test it for me when it's ready? :)
 
Sounds interesting, but is it at all feasible ? I mean many basic concepts are very different - city placement, management and develpoment, just for example. But also combat, since many concepts are very different...

Also... Will this include the return of a psychopatic Monthy ? :mischief:
 
I'm obviously choosing what to bring across, because as you say a number of things are completely different.

But the underlying strategies are fairly similar and I think Col can benefit from that. I think the short-sighted AI in Col could use a boost in the long-term vision aspect. :)

Can only try it and see. If it works great, otherwise can easily back-pedal. ;)
 
BTW, in setting this up I found a HUGE AI bug!!!!!!! And I can't believe Firaxis never picked it up!!!!!!!!! :mad:

The AI in vanilla DOES NOT HURRY IMMIGRANTS!!!!!!!!!!!!!!!

Let's just say I fixed that! Oh, and AI empires are ~twice the size now. ;)
 
Good catch. Did they leave the feature out, or was it broken? Hopefully you will update the inofficial patch too.
 
It was left out. The way I've fixed it is a bit hard-coded for my liking. Will come back and make it better later. But at least now the AI will exploit cheap immigrants in the beginning now, like we do. :D
 
thats quite shocking when you think about it :( especially with the value of crosses and churches being so low in vanilla.

good spot!
 
I'm seeing a little improvement in AI decisions since merging in pieces of Better AI. For instance, in the past the AI would never consider such a spot, but in the current test game I'm running the Dutch AI started a new colony with a deliberate food shortfall to take advantage of two silver deposits, and it was maintaining pop level importing food.
 
Here's two civs from my latest test game with the Better AI and hurry immigrant fix.

150 turns on normal (so halfway through the game). England is in the first pic, and you can see it has 9 colonies with 5 or more pop in more than half of his colonies. And also a decent standing army too.

The second pic shows the Pirates. Even they've been getting on the bandwagon and spreading. They've got 4 good colonies going now out of 6.

Thoughts? Personally I think any improvement is a big win! :)
 
Yes Dale, that already looks like an improvement. I hoped someone would try bringing BetterAI over to C4C. And I'm interested in testing it. :)
 
Here's two civs from my latest test game with the Better AI and hurry immigrant fix.

150 turns on normal (so halfway through the game). England is in the first pic, and you can see it has 9 colonies with 5 or more pop in more than half of his colonies. And also a decent standing army too.

The second pic shows the Pirates. Even they've been getting on the bandwagon and spreading. They've got 4 good colonies going now out of 6.

Thoughts? Personally I think any improvement is a big win! :)


Im willing to help test it!
And i really wonder about the AI.. like why is that pirate city with 1 colonist building a fort, in that position =(!
there needs to be like a build trade good option.. doing so would make the game much more versitile, and help the AI i think :D
 
Ok, so I'm attempting something radical. I'm merging Better BTS AI 45 with AoD2.

Who'd like to sign up to test it for me when it's ready? :)

I have no idea what this is, but would jump at any chance to help out/get my hands on the latest new & improved ver :)
 
It was left out. The way I've fixed it is a bit hard-coded for my liking. Will come back and make it better later. But at least now the AI will exploit cheap immigrants in the beginning now, like we do. :D

BTW just to let everyone know, I came back and took out the "hard-coding". The AI will more likely hurry an immigrant than buy a specialist for the first third of the game.
 
I'm going to miss the pathetic AI.:lol:
 
Are you planning on putting the Better AI in the patchmod as well?
 
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