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AI+ v13.1

Let me repost my review in here:

This mod gives considerable improvements in how AI grows its civs, and how it manages moving large number of units into attack formations. it definitely speeds up how civs develop in early game, making immortal games feel almost like deity, however this mod is hampered by serious issues.
I have never seen AI building city walls, or improving strategic resources, and therefore not building special units. Therefore the mod feels great at the beginning, but then it falls flat and is almost unplayable.
Half the AI civs end up in constant war between each other, even though they do not secure strategic resources with improvements, therefore never building swordsmen, which enhanced by the fact that they never build walls makes their cities very easy to capture.

As a final note, I would probably add that the mod most likely should stick to its primary strength, which is the AI group unit management and avoid doing "total AI overhauls", because they tend to go awry in ways described above. Most preferably, the good things should be simply worked into vanilla game.
 
AI got a boost and new way of "thinking" with the June Patch. I suspect something with AI+ and June Patch clashes.
I cant say how pleased I am to see the maker of AI+ back!

I am not sure if its even possible to see what AI+ is clashing with, in the main game. But if mr Siesta could take a look, that would be beyond awesome.
I want to use this mod again!
 
I cant say how pleased I am to see the maker of AI+ back!
So hope he gets a reason to stay and we finally see the release of "the DLL sources".



(SOON) :)

.
 
this mod has an error which will cause it not to load completely, half of individualization file in fact doens't load because it gets killed at:

[Gameplay] ERROR: UNIQUE constraint failed: LeaderTraits.LeaderType, LeaderTraits.TraitType
[4066535.039] [Gameplay]: While executing - 'insert into LeaderTraits('LeaderType', 'TraitType') values (?, ?);'
[4066535.039] [Gameplay]: In XMLSerializer while inserting row into table insert into LeaderTraits('LeaderType', 'TraitType') with values (LEADER_DIDO, TRAIT_LEADER_EXPANSIONIST, ).
[4066535.039] [Gameplay]: In XMLSerializer while updating table LeaderTraits from file individualization.xml.
[4066535.039] [Gameplay] ERROR: UNIQUE constraint failed: LeaderTraits.LeaderType, LeaderTraits.TraitType

also:
the pedro entry, eleanor_france, and kupe below line 205 of the individualization.xml.

once i removed those it loaded completely. So this is having a very bad negative influence on how this mod "works" at the moment.

check you database.log and you'll see.
 
oh here's the exact lines that are trouble:

<Row LeaderType="LEADER_PEDRO" TraitType="TRAIT_LEADER_CULTURAL_MAJOR_CIV"/>

<Row LeaderType="LEADER_KUPE" TraitType="TRAIT_LEADER_CULTURAL_MAJOR_CIV"/>

<Row LeaderType="LEADER_KRISTINA" TraitType="TRAIT_LEADER_CULTURAL_MAJOR_CIV"/>

<Row LeaderType="LEADER_ELEANOR_FRANCE" TraitType="TRAIT_LEADER_CULTURAL_MAJOR_CIV"/>


and then it's finally clean.

I am not sure what you need to to do to get those above to load right, but they are stopping half of that file form loading every time this mod tries to activate.

Check out your Database.log to verify.
 
Oh what the above in fact means is that all the "personality" types of the leaders never access their leader_type system that would allow them to value yields, districts, flavors, etc... so it in fact killed the economic part of the AI to this mod. Science, money, culture, etc... It ALSO killed the changes to diplomacy for the diploactions, ALL of them....

It also disallowed loading tech valuations that follow. SO the AI would, i don't know what instead.

Anyway, working cleanly now on my end modified as a temporary AI++ version. :)
 
The Unique Constraint error with Dido is because in the base game there is already an entry in the LeaderTraits table attaching "TRAIT_LEADER_EXPANSIONIST" to her LeaderType. The same goes for Pedro, Kupe, Kristina, & Eleanor. All four of those already have "TRAIT_LEADER_CULTURAL_MAJOR_CIV" attached to them so those lines in the AI+ individualization.xml are redundant and no longer necessary. They will consequently throw Unique Constraint errors and stop any further code from loading into the d/b until those five lines are deleted.
 
Had anyone noticed the AI settling cities in a really dumb way with this mod? I'm playing diety on a large map as French Eleanor and getting a ton of free cities without even having earned any great works yet. There are 3 AI's surrounding me that just keep settling cities near me that lose all loyalty within 10-20 turns.
 
I managed to fix this mod with the instructions given here and at the workshop. I'm gonna play a game right now to test it, but I wanted to know if the mod works with modded civs and leaders as well, or should I add them to the files? Is there any way to do it properly?
 
I don't enjoy the original AI so I wanted to try a mod for it. But I think this mod is discontiuned. Any suggestions?

not a big fan of current AI mods. As they tend to screw up the great people points.
Like you could grab the first 3 great writers on a large map with one cultural district. Because the AI does not compete with you.
They could certainly make the combat AI more effective. But leave gaps on other erea’s. It is not that easy to create an AI overhaul i bet.
 
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