AI test build for 15/12 version

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Would I be able to replace this file in an already existing modpack? Also, what would you suggest the most stable version of VP is until the handicap issues get ironed out?

Edit: Also, if I can just simply replace the file in a modpack, would I use the 43-civ or the regular .dll? I am currently using Voker's modpack, which I believe uses the 43-civ .dll if that matters.

I replaced file in my modpack with that dll and it appears to work fine.
 
ok, it's christmas time ...

there's a new version up at the link (regular and 43 civ build), which tries to improve the endgame a bit. among other small fixes, guided missiles now have special logic, cannot attack cities anymore - only units - but also when they are hiding in cities. additionally they can kill civilians with one hit. AI knows it too, so guard your great generals! in my opinion the missiles are still a bit weak for their price, and the combat preview needs an update as well, but that will have to wait until G is back.

let me know what you think!
 
"bugfixes: AI still building units even if close to the supply limit"
omg I thought I was going insane. I had one of those Iroquois with great wall runaways, so I've been contesting him. But holy ****, the wars are absolutely brutal and I love it. I've been fighting them for quite a lot of time, but still that unit supply barely ever goes down. 70% growth and production penalty! Like whoa man.

They were crippling themselves with that penalty even when we weren't at war, so I felt compelled to answer them with a fight they can't refuse.

standard/deity/pangaea shenanigans:
hunsvsiroquois.PNG insaneunit supply.PNG
 
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Why missiles can’t hit cites?? They are weak, so let’s limit their usability? I’d rather add anti-city promotion for some buff. They are supposed to hit big targets. First rockets were fired on London not ships or tanks.
 
i don't know, which kind of test this exactly is as my last played version is 11/26, but AI belief pick isn't exactly great. Boudica AI in my game picked churches/ scripture enhancement
 
Why missiles can’t hit cites?? They are weak, so let’s limit their usability? I’d rather add anti-city promotion for some buff. They are supposed to hit big targets. First rockets were fired on London not ships or tanks.
(I think the true reason under those changes was that the AI was very bad at judging when to use missiles against cities, so by forbiding to use missiles on cities, it makes the AI better at using them)
 
(I think the true reason under those changes was that the AI was very bad at judging when to use missiles against cities, so by forbiding to use missiles on cities, it makes the AI better at using them)
Well, i don't think that banning things that AI can't do as well as human is a way to go. There are many of those. Very slippery slope.
I've seen GitHub report saying that missile is weak against a city. That could be the reason why AI wouldn't use it in the first place, as an uneffective weapon.
 
I also never use missile too, even to attack cities. For all the hammers needed to make 1 attack with measles damage, it's much better to get a new unit to throw into the battle.
Maybe it can have better use like instantly destroy 1 tile improvement from afar ? Teach the AI to use missile to take out forts and citadels or strategic resource might really improve their use.
Or it can leave a debuff effect on targeted tile that does minor dmg like fallout (called "under bombardment" for example) for a few turns only (if possible). Dmg both side, or any unit ending the turn in that tile (think, American misbombing style). Even if the AI couldn't pick a good target it would still cause enough trouble for players.
 
I also never use missile too, even to attack cities. For all the hammers needed to make 1 attack with measles damage, it's much better to get a new unit to throw into the battle.
Maybe it can have better use like instantly destroy 1 tile improvement from afar ? Teach the AI to use missile to take out forts and citadels or strategic resource might really improve their use.
Or it can leave a debuff effect on targeted tile that does minor dmg like fallout (called "under bombardment" for example) for a few turns only (if possible). Dmg both side, or any unit ending the turn in that tile (think, American misbombing style). Even if the AI couldn't pick a good target it would still cause enough trouble for players.

Would be great if possible. Priority targets would be uranium, oil, coal, aluminum, iron, horses in that order, yeah?
 
plundering is the niche for paratroopers. i propose killing garrisons should be the niche for missiles.

@Infixo: v2 wasn't guided nor did it do meaningful damage.
 
plundering is the niche for paratroopers. i propose killing garrisons should be the niche for missiles.

@Infixo: v2 wasn't guided nor did it do meaningful damage.
Too specialized. Artillery and bombers do good job at killing both garrison and the city it is stationed in. Suggest giving missiles anti- tank/ship/artillery promotion - should make them useful enough.
 
I'm not sure about using missiles to kill garrison, since they got damaged when other units attack the city already. Beside it's kind of weird that a missile can wipe out a garrison while doing little dmg to the city itself.

Using ICBM just to take out unit sounds counter intuitive as well (unless it's a big carrier or dreadnought, in this case giving it the ability to do extra dmg to ship would be realistically correct).

Historically city bombardment were used to quickly take out military infrastructure while paratrooper were used to flank or cut off supply. How about give missile increased range so you can use it to quickly take out high priority infrastructure from extreme distance while paratrooper can keep their plundering niche but with limited range ? After all it's not like you can (and should) spam missile anyway due to its high cost, and they can still be shoot down.
It would be amazing if you could make missile destroy one random building in the city (among which might get destroyed during city capture anyway), but I guess it might be hard to code.
 
@ilteroi Looks like the Github thread connected to this patch is closed but doesn't look like AI is building any Monuments with your patch. I used IGE to check a couple of games I played and on Turns 144 and 265 in two different games no AI civs had built any Monuments in any of their cities.
 
Regarding garrisons, let's not forget that it takes many shots of siege units/bombers to kill one; by having a missile ready at the beginning of every turn to kill the garrison, the city will go down much faster.
 
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