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AI+ v13.1

Hi there! Happy to see that Siesta's mod has some deserved success! :)

Short question for short answer : does the AI now succeed in conquering walled cities?
 
Hi there! Happy to see that Siesta's mod has some deserved success! :)

Short question for short answer : does the AI now succeed in conquering walled cities?

Yes, the AI can competently conquer walled cities.
 
Hello, Siesta Guru. I am posting the same thing I left in comments under Steam Workshop, since I saw that last time you were online was 11 days ago :) Your mod is a life saver for a single player game. I use it along with the Smoother Difficulty and all NQ mods and the game is finally enjoyable for me.

I noticed one unwanted interaction. NQ Balance Mod changes Divine Spark pantheon belief into a follower belief. Whenever I enable your mod, Divine Spark is a pantheon belief again. I narrowed down the causes down to AI+.

I had all my other mods enabled save for AI+, and Divine Spark kept the changes from NQ mod (it was a follower belief). When I turned on only AI+ and NQ balance mod, DS became a pantheon belief, as in vanilla, nullifying the NQ mod change. Same situation when I enabled ALL my mods back - Divine Spark flips to pantheon belief. The order of downloading mods from Workshop or order of enabling them in Civ 6 does not matter, I always get the same results.

Is there anything you can do not to force Divine Spark into a pantheon belief? Maybe there is something I can change in AI+ so it leaves Divine Spark alone? :p
 
Probably AI+ affects something that is later referenced by NQ and thus stoping from loading it further after meeting that point.
Is there anything you can do
Please upload Database.log and Modding.log which are under "...\Documents\My Games\Sid Meier's Civilization VI\Logs\".
Important for clarity: Upload them after starting/loading game once with mods enabled.
 
Hey there, love the idea of your mod - but sometimes settlers get jerky and never settle - just run around in circles - also if I use long research times the AI spams so many units, that every single land tile is littered with combat units - is it possible to limit the AI to a certain amount of units like lets say 10 per city - it is good they build units - but sometimes it just gets too much ;-D
 
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Here you go, @NameAlreadyUsed
Logs created after starting a new game.
 

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  • Database and Modding logs.rar
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@Grzemek
OK, find HBRules.sql in your directory, open it with text editor and delete lines 31-33 which say:
Code:
-- add UNIT_FRENCH_GARDE_IMPERIALE to the type tags table as it does not have an entry
INSERT INTO TypeTags (Type, Tag) VALUES ('UNIT_FRENCH_GARDE_IMPERIALE', 'CLASS_MELEE');
This FIX is probably done also by AI+ and thus the second try on this querry fails. And game stops reading and applying anything that follows mentioned code, which happens to be only Divine Spark.
Have a nice day!
 
So whats the current status of AI+ now?

I used to play with it before the latest patch but the AI seems to have improved a lot and I'm wondering if the current AI+ is an improvement.

\Skodkim
 
@NameArleadyUsed

Seems to be the problem indeed! I've notified the NQMOD folks so that they can fix this incompatability for their next version.

@skodkim

I'd say it's a pretty clear improvement on AI combat abilities as it's now capable of taking walled cities, and still shows teeth even in the later eras, you'll see way more AIs actually doing well in the conquering game, and they'll ocassionaly be a threat to you too. There's also less clear but still present improvements on empire building, settling, etc. A lot of players, myself included, have had to drop down a difficulty level.
On top of difficulty, the civs also have quite a bit more uniqueness in their behavior. Brazil will have vastly different building choices from Norway for example. So yeah I'd recommend it, but of course I may biased as the author :p
 
Thanks for your reply - I'm currently playing a game on King level. I'm leading and have considered going up one level, but I think I'll stick with it and add AI+ to my mod list again next time I start a game.

Keep up the good work!! :thumbsup:

\Skodkim
 
I also switched off AI+ after the patch - not because I don't support it, believe me I've given it 5 stars and don't miss a single post in this thread. I turned it off to be able to experience the real difference between pre patch AI+ (v9) and post patch vanilla. Yes the AI is definitely a huge step up based on the DLL changes they made - especially combat AI. After having played many games, it might be time now to turn AI+ back on and see the incremental difference. This way I can also give more constructive feedback.

One thing I noticed in post patch vanilla for example (I play Smoother difficulty demi God level) is that even though I don't go for domination, the AI is still very weak military wise in mid to late game and I'm easily number one in military strength in many of my games even though I don't even intend to. The AI is eras ahead of me in culture and science but don't build units either because they cannot afford to, are low on production, or don't prioritize. I will start new games with AI+ and see how this changes.
 
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@NameArleadyUsed

Thank you very much for help! Do I need to move NQ balance mod folder from workshop directory to Documents/My Games/Sid Meyers' Civilization VI/Mods to avoid Steam Workshop overwrites?

@Siesta Guru

FYI HellBlazer is the only person doing changes to NQ mod for Civ 6 right now. His civfanatics username is slightly different though (thetruehellblazer or something). Thank you for your hard work :)
 
Do I need to move NQ balance mod folder from workshop directory to Documents/My Games/Sid Meyers' Civilization VI/Mods to avoid Steam Workshop overwrites?
Normally you should but since authors are notified (and assuming they consider solving the problem) it is likely that next NQMOD version would have this fixed.
 
All nqmod bugs need to be reported in the nqmod bugs thread at the civ6mods Reddit channel.

Since Hellblazer may delay updating the nqui mod for additional changes, I would suggest making the change on your local machine for now.

Best way to handle it is including a check before all new database inserts.
 
I have been playing games on the Greatest Earth Map from YnAMP and I am seeing a consistent problem with the AI planting their starting settlers on Immortal and Deity difficulties. First it was Norway on Immortal. He did not settle a second city until he crossed into the Renaissance Era. He had at least 2 settlers just sitting idle for almost 100 turns. Second it was Australia on Deity. He had only settled a single city when I conquered his capital on turn 105. He had 2 settlers that I could see just sitting idle and zero luxury resources in his capital while there was Jade and Gold available on the other side of Australia.

I don't know yet if this is a problem with AI+, but this was not happening post Australia patch before I re-enabled AI+.
 
I have been playing games on the Greatest Earth Map from YnAMP and I am seeing a consistent problem with the AI planting their starting settlers on Immortal and Deity difficulties. First it was Norway on Immortal. He did not settle a second city until he crossed into the Renaissance Era. He had at least 2 settlers just sitting idle for almost 100 turns. Second it was Australia on Deity. He had only settled a single city when I conquered his capital on turn 105. He had 2 settlers that I could see just sitting idle and zero luxury resources in his capital while there was Jade and Gold available on the other side of Australia.

I don't know yet if this is a problem with AI+, but this was not happening post Australia patch before I re-enabled AI+.
Ive been seeing stuff like this when I reveal the map also. My last game had over 100 turns and half of the civs only had one city. I'm using YnAMP also, maybe that is causing issues?
 
I'm seeing many AI sticking to one or two cities after turning on AI+ as well, well past turn 100. I am not using YnAMP though - regular standard continents map. I have played numerous games post Australia patch with AI+ turned off and haven't encountered this. In my current game one civ has its escorted settler sitting in an ideal spot for many turns (no barbs or any threat in sight) and still won't settle.
 
So I've tried to play a few games at Diety with AI+ v10 and time x3/4 post patch and I'm getting absolutely trashed. Immortal was kinda challenging. I think this is what Diety should be like. Unbeatable except by luck + perfect play. My few observations: I'm also playing on a large map which makes the game a lot more challenging. Even if I manage to corral one of the AI's the others run away with expansion and science/culture. (I was also playing with Time x 3 and x4. Have not yet tried vanilla and I figure this might be more balanced.

AI is great at spamming cities. At Diety they are easily outgrowing me. I can't keep up with their military + settler production. Even when I played Sumeria and just spammed warcarts and captured an earlyish settler I still couldn't overcome the ai as they were just able to spam endless warriors to hold me off. By the time I wore Spain down, Norway had 10 cities.

So ya, big thumbs up. Might try vanilla deity then deity with AI+ without the time slow down. I figure right now with the time slowdown the AI doesn't have a lot of options except to spam military units and then they are just too overwhelming early game.
 
I also play with extra research time (ususally 5x - 10x) - but the unit spamming gets out of controle - units litter every tile of the map - what is your experience with that?
 
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