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AI Siege Help 1.0

Would the AI be able to effectively use a system where the siege unit has to be set up first before it can attack like in Civ V? I'm only suggesting it because totally removing the no move and attack penalty without changing the associated promotion that allows attacking after moving kinda makes that promotion redundant. Not trying to make any extra work for you or be overly critical, it's just a thought. Regardless I'm happy to give this a try out and see what effect it has on the AI (I know it'll make besieging rival cities for me less tedious and inconvenient).
 
Would the AI be able to effectively use a system where the siege unit has to be set up first before it can attack like in Civ V? I'm only suggesting it because totally removing the no move and attack penalty without changing the associated promotion that allows attacking after moving kinda makes that promotion redundant. Not trying to make any extra work for you or be overly critical, it's just a thought. Regardless I'm happy to give this a try out and see what effect it has on the AI (I know it'll make besieging rival cities for me less tedious and inconvenient).

No worries, it's a fair comment. I'd say version 2 of this mod would be to remodel that promotion, as well as rebalance the siege units to ensure their newfound mobility doesn't make other ranged units obsolete.
 
I've run probably 50 AI battle tests over the past month or so, i've done a series on the AI and its interaction and handling of late game wars. This mod is the only thing so far that has allowed late game wars to be effective for the AI. Not only do the city walls come down but cities are being taken after turn 200, which previously wasn't achieved.

I thought I'd share a video of my mod spotlight of this mod, hopefully it will get you a bit more recognition. I'd love to see this combined with a mod that weakens late game walls and maybe AI+ V8

 
Thanks for testing it, let me know if you've any suggestions that come up from your playthroughs - we can't really mess with the AI itself but hopefully we can make things easier on it.
 
Hi
Does this remove the "no move and attack" penalty from siege weapons for a) the AI or b) both human and AI?

Thanks
 
There is some code in the smoother combat mod that modifies ai combat difficulty, there is requirements to check that it only affects AI like
INSERT INTO RequirementSetRequirements (RequirementSetId, RequirementId) VALUES
('KING_DIFFICULTY_ONLY', 'REQUIRES_KING'),
('KING_DIFFICULTY_ONLY', 'REQUIRES_NOT_EMPEROR'),
('KING_DIFFICULTY_ONLY', 'REQUIRES_PLAYER_IS_AI');
I figure you can use something like this. I just don't know sql very well or anything.
 
This should limit No Move and Shoot to Humans only.

UPDATE Modifiers SET OwnerRequirementSetId ='PLAYER_IS_HUMAN' WHERE ModifierId ='NOMOVEANDSHOOT_MOVE_AND_ATTACK';
 
This should limit No Move and Shoot to Humans only.

UPDATE Modifiers SET OwnerRequirementSetId ='PLAYER_IS_HUMAN' WHERE ModifierId ='NOMOVEANDSHOOT_MOVE_AND_ATTACK';

So just to check, do I open AISiegeHelp.sql and
  • Highlight and delete - DELETE FROM TypeTags WHERE Type='ABILITY_NO_MOVE_AND_SHOOT' AND Tag='CLASS_SIEGE';
  • Copy and paste - UPDATE Modifiers SET OwnerRequirementSetId ='PLAYER_IS_HUMAN' WHERE ModifierId ='NOMOVEANDSHOOT_MOVE_AND_ATTACK'

Thanks
 
I believe you need a ; after UPDATE Modifiers SET OwnerRequirementSetId ='PLAYER_IS_HUMAN' WHERE ModifierId ='NOMOVEANDSHOOT_MOVE_AND_ATTACK' right? or no
 
Urm yeah, I have one in my posted code above....

EDIT:

Oh Wiley is missign it on his re posted code, yeah Wiley dont forget to close the statement with ;
 
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