Leyrann
Deity
Wow. Is it just me or did the AI almost eliminate you in the medieval era?
Thanks for the mod bro, could i ask a solution for this http://steamcommunity.com/app/8930/discussions/0/864976837817023213/ ? (How do you stop your AI allies (team) from making peace with the enemy without your permission?) It's extremely annoying!
Lack of dll access means we can't see the code, correct.
But we do have access to xml files and logs, which betray a lot about the internal code. The system used also seems very similar to civ 5 codes in places, which suggests theres code reuse, and since we know the civ 5 code, we can infer some things.
It depends a bit on the system, but most of the internal civ systems use some kind of heuristics. For example building buildings, it calculates the worth of buildings based on the yields, then compares all the buildings and picks what it thinks the best one is. The desire for each yield can then depend on some factors
This is honestly probably one of the best approaches if done well, which it unfortunately isn't.
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Hey Siesta and folks, here are some more observations with the AI using the newest AI+ patch Siesta sent to Abd121, at https://forums.civfanatics.com/attachments/ai-hotfix-rar.491256/. However, this patch is not available from steam workshop yet. Sorry for the pictures spam below, i hope the picture provided help to give clarity to the descriptions.
F)After allying with mongol and advancing east, China orchestrated a suprise attack on me. 100 turns later, One strange thing i noticed is that even Mapuche is angry at me, they did not sneak attack me while i am attacking china. Is it possible to make AI more able to seize opportunities?
Thanks for the mod bro, could i ask a solution for this http://steamcommunity.com/app/8930/discussions/0/864976837817023213/ ? (How do you stop your AI allies (team) from making peace with the enemy without your permission?) It's extremely annoying!
You can test it yourself quite easily, simply change an output to an absurd amount, and you'll see a noticeable change in the AIs' eyes (hehe)
My favorite is massively increasing their desire to go to war and to send troops. It may not make for a good game experience, but it sure is fun to watch
- Small increase in campus/ commercial/harbor district desires
- Small reduction in unit production
Any chance you got fun screenshots of that one?
Also, how possible do you intend it for the AI to succeed at a domination victory?
You can make it configurable so players can decide themselves.Not entirely sure what percentage of games I should have end in domination
@qqqbb That seems like a lot of work for not that much gain... I do like the idea of a choice between a "roleplaying" AI and a "trying to win" AI though.
As to how often they should go for domination vs other victory conditions?
For the roleplaying AI I'd think that each AI should have an equal chance of going for each possible victory condition, and should be equally good at all of them. That would make it a domination game ~1/4 of the time.
A trying-to-win AI should be as good as possible for each victory condition, but ought to know (or rather, be told) how good it actually is at each victory condition. So if you see that AIs that constantly go for domination do better than AIs that constantly go for science, then you should make it more likely that a trying-to-win AI goes for domination.
@qqqbb That seems like a lot of work for not that much gain... I do like the idea of a choice between a "roleplaying" AI and a "trying to win" AI though.
As to how often they should go for domination vs other victory conditions?
For the roleplaying AI I'd think that each AI should have an equal chance of going for each possible victory condition, and should be equally good at all of them. That would make it a domination game ~1/4 of the time.
A trying-to-win AI should be as good as possible for each victory condition, but ought to know (or rather, be told) how good it actually is at each victory condition. So if you see that AIs that constantly go for domination do better than AIs that constantly go for science, then you should make it more likely that a trying-to-win AI goes for domination.
Eh, I think it's a matter of style. There are certainly plenty of Civilizations/Leaders in the game that tried to conquer the world (or the world as they knew it), 1/4 is probably a conservative estimate at that. More importantly for a role-playing AI, I'd want as much variety as possible. The cleanest way of doing that is to make each victory condition equally likely.
A more comprehensive approach *might* be to make domination rarer (ie 10% rather than 25%) but to tell some of the AI to do limited conquering at an appropriate part of the game to support it. So if its going for a religious victory and there is one rival religion with strong faith and very weak military, to kill it by sword rather than missionary. That - however - seems much harder to implement to my untrained eye.
You named "AI+ v12.0" AI+ v12.0, but 12.1 is AI+. Would be awesome if you could stick to just the name of the mod please mate ? Then I can drop it into ongoing games; my games last a few days/weeks as I don't play for long, so mods can upgrade a few times - if they've got the same name it's just a matter of extracting.
Thanks for your hard work though mate, really appreciate it.
Deeper into my game(deity) , even where my enemy has 4 times my military scores, i found a really big flaw of the AI. Even with urban fortification (200 fortification hp, 200 city health ) the AI likes to surround my city and get poked down by my surrounding units . They also like to do a two front attack which tend to disperse their troops. Yes they do aim our units but only to clear a path to try to surround our cities....
Is it possible to make the AI concentrate their force to attack our units instead of going for our city instead? This will tremendously make the AI 10x more challenging. With modern support and range units , it is so easy to defend a city if the enemy forces choose to focus on our city compare to our units. During the earlier era, the AI can more easily clear a path to surround our cities, so i really hope to see the AI focus on my units first before going for our cities as it will make the AI more challenging in any era, just my humble opinion. From the rise and fall patch notes," If the AI can capture, or significantly damage, a target city, it may ignore hostile units nearby to do that." This could the reason why they ignore our units and overestimate their ability to "significantly damage target city".
Another pressing thing i noticed in all my games is that catapults and siege weapons do not attack the cities even it is a free shot/kill. Is it related to the code below ?
ABILITY_NO_MOVE_AND_SHOOT now belongs to CLASS_SIEGE_SETUP not to CLASS_SIEGE.
There is new AiType: UNITTYPE_SIEGE_ALL
So you mean just always calling it "AI+" ? I forgot to add the version number to the last patch. I had been adding versionnames because someone commented that that's what they wanted.
Ranged units also frequently fail to attack, even when they have the movement points let. It isn't just about siege units. It seems to be some kind of bug in the internal code
As a side note I've always kinda seen it as a bug that they save the mods enabled, as configs can be set in stone for quite a while, but mod usage is fluid.
Firaxis should perhaps be warned about this...?
Yeah I've reported this on the 2K forums meanwhile, not sure if there's a better place for it. Added a couple of other major but fixable issues with the AI too