Azmodanrom
Chieftain
i'm playing now a game with AI+ turned off, and the AI is developing it;s cities quite nicely and not spamming cities
Well, ideally they won't be throwing themselves one or two at a time against a unit that heals for ~50 HP every turn. Theological combat also lacks the various modifiers that can influence normal combat, like, a Debater Apostle is basically the end-all religious unit. There are no "end-all" normal units because everything has a counter (ideally). Your horsemen may fare well if it defends on hill against swordsmen, but what about archers or spears? If the player is forced to attack (as a ranged unit forces them to), then the unit doesn't heal. I think the Debater Apostle sleeping on a Holy Site isn't a very good metric to use, since theological combat is so basic compared to normal combat.I kept a distant eye on this thread for some time now. Just want to react to some recent discussions (sorry if this has been discussed, as i said i kept a distant eye so i haven't read everything)
- Making AI Kamikaze their units might seem like a good idea, but i doubt it's really a good idea. It's basically what they are doing with their Apostles (so if really you want to make them more suicidal in their attacks, maybe it's a place to look if you didn't already). However it makes defending against even large packs of theocracy's powered apostles very easy as all you have to do is camp your holy site (where your Apostle regenerates pretty fast) with a Debater Apostle and watch them suicide all their apostles on yours. Very cost effective way to reinforce your religion. I often find it harder to defend against a missionary rush as i have to actually attack them, then rest for some time while the survivors can spread their religion. If every unit was acting like an Apostle, sure you would see more attacks, but the AI would just loose waves of units one after the other and totally cripple themselves with War Weariness.
I agree, they totally kamikaze their apostles w/o any regard to health points and that is broken as well currently. Devs need to fix both military and religious combat AI. If an apostle is below x HP they should either use up their final charge or go back to nearest holy site to heal.
- Making AI Kamikaze their units might seem like a good idea, but i doubt it's really a good idea. It's basically what they are doing with their Apostles (so if really you want to make them more suicidal in their attacks, maybe it's a place to look if you didn't already). However it makes defending against even large packs of theocracy's powered apostles very easy as all you have to do is camp your holy site (where your Apostle regenerates pretty fast) with a Debater Apostle and watch them suicide all their apostles on yours. Very cost effective way to reinforce your religion. I often find it harder to defend against a missionary rush as i have to actually attack them, then rest for some time while the survivors can spread their religion. If every unit was acting like an Apostle, sure you would see more attacks, but the AI would just loose waves of units one after the other and totally cripple themselves with War Weariness.
Why not try, but how?Another solution, make the AI behaves as barbarians AI since barbarian AI is like CIV's V or copy the AI algorithm from Civ V first for the time being before they found a way to fix !
Another solution, make the AI behaves as barbarians AI since barbarian AI is like CIV's V or copy the AI algorithm from Civ V first for the time being before they found a way to fix !
Ok I did something, edited some data in military.xml and behaviour.xml and suddenly the AI got much better at fighting. As in, he actually killed 2 of my units when I didn't expect him to and overall I had to be much more cautious as he kept luring me with one or two units then showing up with chariots and trying to finish me off. He seem to fight more often now instead of running, whenever there's a chance he can inflict damage to my units without dying, even if he looses a couple units in the long run, it's actually trying to wage a war.
Don't remember exactly all changes, if anyone is curious, I decreased lots of 55 values to 40 , 25 to 20 and increased lots of "at war enemy city" priorities by 3 points ,while decreasing slightly other priorities .Here the files.
Also I noticed a very "human" behavior from Rome who is at war with my friend, France. In the first war they had, I backed up France and sieged one of Rome's city on my border.
Now they declared war on France again and Rome, for some reason sent 4 arches to occupy the hills on the short border we share, as if trying to setup a defense, in case I try to pull the same move. That was awesome.
Ok I did something, edited some data in military.xml and behaviour.xml and suddenly the AI got much better at fighting. As in, he actually killed 2 of my units when I didn't expect him to and overall I had to be much more cautious as he kept luring me with one or two units then showing up with chariots and trying to finish me off. He seem to fight more often now instead of running, whenever there's a chance he can inflict damage to my units without dying, even if he looses a couple units in the long run, it's actually trying to wage a war.
Don't remember exactly all changes, if anyone is curious, I decreased lots of 55 values to 40 , 25 to 20 and increased lots of "at war enemy city" priorities by 3 points ,while decreasing slightly other priorities .Here the files.
Also I noticed a very "human" behavior from Rome who is at war with my friend, France. In the first war they had, I backed up France and sieged one of Rome's city on my border.
Now they declared war on France again and Rome, for some reason sent 4 arches to occupy the hills on the short border we share, as if trying to setup a defense, in case I try to pull the same move. That was awesome.
Well, I played a quick game with your AI+ and the Omnibus Complete mod - on the 4-player leaf map, quick, emperor
I was USA, built Stonehange and won religiously in turn 88... uhh, that was way too easy,
AI had NO religion, the 3 AIs built a total of 2 districts... also very few buildings...
AI France had 4 cities, AI Rome had 5, AI Scíthia had 1city+1cs conquered...
yesIs this v6?