Morgawr
Civ Fanatic
- Joined
- Apr 6, 2007
- Messages
- 1,235
@Siesta Guru, I take it that your mod v6 is fully "compatible" w/ the new patch? None of the changes they made conflicted/overrode any of your changes?
Now I know I am playing on marathon and that production times are slow. But when AI military is a LOT stronger than mine, I wish AI wasn't so chicken and just danced units around the battlefield. I've noticed the same issues with Birth of the federation, AOW3 and a host of other 4X games I've played over the years. The AI has a shed tonne of units and they split them up allowing us to take them out. The only game which had "intelligent" AI was Sins of a Solar Empire; AI amassed it's forces in a "safe" place then attacked en masse - that game was fun.
Do you know?
- Are there any settings to make the AI more aggressive when attacking my cities and defending their own?
- Do we know if AI changes cities' production to military when at war or does it carry on building wonders, theater and entertainment districts?
It shouldn't be your mod that's doing this, I saw this as well in a game I just finished where the only AI mod I'm using is Quo's Fewer AI Tantrums. This is a game that I started before the official patch, then it got patched half way through so I don't know if it was there before or if it was because of the patch. But either way, small pangaea map on immortal difficulty, a spy in Brazil's capital showed 7 or 8 settlers just lazing around. Brazil had been aggressively expanding but the only places left were distant barbarian infested tundra.
@Siesta Guru, I take it that your mod v6 is fully "compatible" w/ the new patch? None of the changes they made conflicted/overrode any of your changes?
Could you update the version number in the download file modinfo? I'm sure I have the latest version but it still says v1 and I'm just a little bit worried that I might have been downloading the wrong one somehow...
What files do you need? I have my entire games directory backed up with Crashplan, so I have any file before update saved on the cloud.
Awesome! It's behaviortrees.xml in base/assets/gameplay/data that I'm most curious about but the entire data map would be great to have,
Siesta you are amazing.
Thank you so much for making our beloved game playable.
Going to try the VI version, could you please let me know if mod 'learns' AI how to conduct wars?
thank you again,cheers.
When I enable this with the Fall Patch, I always get a random amount of Civs. I select large map, pick my Civ and Opponents. Once the game has loaded and I check the Victory progress there is never 10 civs but a random 4-8 not including myself. If I turn this mod off I get the 10 civs, every time. Anyone else noticed this?
Here's that entire directory pre-patch:
http://filebin.ca/32e0AXm4HnRj/Civ6DataNovember132016.zip
When I enable this with the Fall Patch, I always get a random amount of Civs. I select large map, pick my Civ and Opponents. Once the game has loaded and I check the Victory progress there is never 10 civs but a random 4-8 not including myself. If I turn this mod off I get the 10 civs, every time. Anyone else noticed this?
Hi all,
Here is my first report about v5 (games are long, havent tried v6 yet, but it seems changelog doesnt impact this report):
- it's true the "no wall issue" is not entirely gone, but it's already 'acceptable'. AI didnt have wall when he could but after a long siege with units, he built some (well in like 20 turns on "online" speed, but he did)
- the main issue "AI doesnt attack" is not gone. I had 5 or 6 poor ranged units (slingers/scythia unic but without 50 kill-heal capab (changed that to 25%, too OP imho) or whatevere the name in english) shooting around and standing near his city (which had no wall) and AI had like 6 knights (!!) that didn"t attack most of the time, for about 15-20 turns. Once in a while he made an attack, losing only 20 hp while my unit lose 60, but he seemed to never attack if not at full health! So I just had to keep his units "below 100% health" or even just so only one was in range of the same unit of mine (err ur following?) to never lose a unit, where I should have been crushed even by a kamikaze AI. In the end, I just shot them down with ranged.
Side-consequence: the AI is very bad at crushing lesser AI, even if at war and with ultra superiority, not that much a worry but feels "stagnant" throughout the world". When a city is capture AI to AI it's like the event of the millenium lol.
I will post screenshots with turns later, I kept the save files.
I looked at mod files, I think you already did great at how AI stack troops to attack a city, but is there any value to change to make the AI more likely to attack on a "one turn" basis?
At this point, I feel even a kamikaze-nobrain-AI with rule "always attack a unit when I can if at war" would do better than civ6 strategic AI![]()
I had a settler running around close to a few barbarians, a melee horse, a ranged horse, a scout and a warrior (the warrior was the furthest at 3 tiles away), and none of them went for him.