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AI+ v13.1

So I turned the mod off at first to see what was happening (and because I figured quite a lot of mods would probably need updates before working properly) and I just saw vanilla AI take a walled city not 10 turns after declaring war, to then proceed to walz over my army (though I have to admit it was kinda outdated with heavy chariots as strongest units, as I didn't have iron, nor did I in my last war already have horses). Now in the process of reconquering with my fresly-built Crossbowmen and (soon) Musketmen (Australia's production ability is AWESOME by the way).

One can only hope Firaxis themselves got some ideas from the various AI mods floating out there.
 
My initial impressions from reading patch notes + playing my first game w/o this mod (I disabled all mods to give the new patched game a fair chance) is that they did incorporate a lot of AI+ into the patched game, which is great. So hopefully Siesta can find the time in the coming weeks to evaluate gaps & further opportunities and release v10. Looking forward to it!
 
Heya, just saw the new patch and will look at compatibility and whether there's anything new that can be done with the new tools etc. Workshop integration should at least be possible, which could be good news for multiplayer.
Definitely excited to see some AI things on the changelist too, especially the things I couldn't do much about such as that aircraft issue and dealing with gold.

I'm planning on a quick update soon to deal with this patches changes plus some small fixes I already had in the works. Might get one in tomorrow, depends on how much needs to be changed.
 
So I decided to play a game without AI+ to give the patch a chance, and I've seen walled cities fall, so seems like there's indeed significant improvement. There's only one civ gone though, and I am partly responsible for that, so they're not as good at conquering as in AI+.
 
So after a cursory glance at the new stuff and how it'd impact AI+:

Toolwise, I don't think there's anything here that helps much except for workshop support etc. Didn't really expect much here anyway

Xml-wise, there's now indeed support for air units, so on top of that working now, I can make some tiny changes in there. This does end up being overriden in AI+ atm, so if you'd play with it on they will still not use their air units. Other than that I couldn't really find much in the xml, which has an upside and a downside. The downside is that it means I don't think this patch changes much at all about what I can improve. But the upside is that it means that these apparent improvements in combat AI etc are done in dll code, which could improve overall AI strength. I haven't really seen anything suggesting they've been using AI+ stuff, so it doesn't look like duplicate work.

Compatibility-wise: Other than the air changes overriding issue I haven't seen any problems yet (there are no loading issues), but I haven't done any full tests yet, so there could be crashes or minor issues. If you're starting new games I would probably recommend starting without AI+ right now just to be safe and so you can see the changes they made.
 
Thanks Siesta for this update. I am looking forward to seeing your mod in the workshop. It improves the game a lot.
 
So, I did a bit of testing. Compatibility wise it seems fine in the sense that there's no crashes and no other big noticeable compatibility issues except for the new air units behavior being overwritten by Ai+ v9.

However, it seems that the vanilla AI is actually quite a bit stronger than it used to be. To a degree where I think just playing with the vanilla AI for now is a good idea. On my end I may have to rebuild this mod from the ground up, as it seems some of my changes may no longer be necessary / actually cause it to be a bit worse in some areas. I'll have to figure out which of my changes are actually still improvements, and whether there are new things to improve on. That might take me quite a bit of time since testing is so extremely slow (is it just me or did it actually get slower?)
 
Thank you for looking into updating this, especially with such a large amount of work ahead. I'm always recommending this mod on reddit, a must have by all accounts.

I can't name my first born after you (he's already born) but I shall nickname him Siesta, in your honor.
 
Thank you. Good to know the Vanilla AI is better. Happy that you take the time to look further into it. Much appreciated.
 
How can we assist with testing? Anything to make your rework easier?
This is definitely one of the top three mods for civ vi imo, so anything to help out would be great.
 
So, I did a bit of testing. Compatibility wise it seems fine in the sense that there's no crashes and no other big noticeable compatibility issues except for the new air units behavior being overwritten by Ai+ v9.

However, it seems that the vanilla AI is actually quite a bit stronger than it used to be. To a degree where I think just playing with the vanilla AI for now is a good idea. On my end I may have to rebuild this mod from the ground up, as it seems some of my changes may no longer be necessary / actually cause it to be a bit worse in some areas. I'll have to figure out which of my changes are actually still improvements, and whether there are new things to improve on. That might take me quite a bit of time since testing is so extremely slow (is it just me or did it actually get slower?)
Smarter AI not harder is what I think most of us want, always feels like vanilla civ only makes them harder. GL
 
Small update:

Mostly done figuring out what is worth keeping. Struggling with getting the aircraft thing to work right now, it may already be working but it's hard to test. I think I should have something ready by the weekend.
 
Small update:

Mostly done figuring out what is worth keeping. Struggling with getting the aircraft thing to work right now, it may already be working but it's hard to test. I think I should have something ready by the weekend.

Something ready for a Sunday play would be perfect! ;)
 
If you have the time Siesta it would be cool if you could also update the list of what changes from vanilla.
So we can have a good look at what the mod improves/changes now that vanilla AI is better (although still far from good).

EDIT : might also help you see clearer in all this changes, could get messy after a while.
 
Yep, I'll do a steam release, more convenient and not everyone is on civfanatics.

So, it does seem like they did something on dll side. I was just watching an AI+ game where Germany successfully took out America on turn 15 (online speed) with a warrior rush,then proceeded to take 2 city states before turn 40 and hit industrial in 1300 AD. The kicker? This was on KING!
That's not your average game of course, but still shows how scary the AI can get sometimes

The aircraft compatibility issue is fixed now, but unless I'm mistaken it seems the new aircraft change doesn't really affect the fighter type aircraft. Has anyone seen fighters be used appropriately since the patch?
 
Yep, I'll do a steam release, more convenient and not everyone is on civfanatics.

So, it does seem like they did something on dll side. I was just watching an AI+ game where Germany successfully took out America on turn 15 (online speed) with a warrior rush,then proceeded to take 2 city states before turn 40 and hit industrial in 1300 AD. The kicker? This was on KING!
That's not your average game of course, but still shows how scary the AI can get sometimes

The aircraft compatibility issue is fixed now, but unless I'm mistaken it seems the new aircraft change doesn't really affect the fighter type aircraft. Has anyone seen fighters be used appropriately since the patch?

So did Germany get anywhere near to a domination victory?
 
So did Germany get anywhere near to a domination victory?

They probably could've taken it quite easily, but didn't. They were at war with England, were much much stronger and took out most units, but sadly didn't take their cities.
There's one awkward bug in now (unrelated to AI+ as far as I can tell) where they will take down a city completely with siege weapons, but then refuse to attack it with melee units standing right next to it.
After England there still would've been France, which could've been an easy conquest, but they were distracted too much by England to attempt it.

City conquests later in the game do actually happen quite frequently though, I've witnessed quite a few civs getting completely wiped out in modern. But yeah sometimes these annoying issues still show up.
 
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