Resource icon

AI+ v13.1

Hi, Siesta, how are you doing? I mean in general, too...

You probably know about the Spring patch... ;)

Not a lot of progress lately I'm afraid. I've been slacking on the mod for a bit. I'll probably return to working on the next version at some point, but it might take a while. This lua based AI project is easily the least friendly environment I've ever worked with, so it's rather draining to get much done.
Progress wise it's still basically the same as last time. I've got a lot of control over both construction choices and unit actions, but there's a lot of issues with unit actions in particular. Most unit actions I try to order only have a 60-90% chance of actually being followed, some others I can't seem to find a way do the action at all so far (like capturing civilians), some others I haven't tried yet but seem possible (pillaging), some others I haven't tried and seem hopeless (evangelizing, swapping unit positions). A lot of other stuff still remains unexplored too, like policies. Diplomacy seems partially possible. War declarations work at least, but I've not yet found a way to stop it from doing stuff on its own, like making peace. There's a tiny chance that I can overwrite more of the human-AI diplomacy in a super hacky way: by baking AI into the code of the diplomacy screen itself

In some of the areas the AI listens decently, I had been slowly progressing to actually implement my own logic. It expands well (better than the default), does decent on selecting districts and non-wonder buildings (about the same to slightly better than the default), and the unit move and attack code is far enough that it can do some combat and take barb camps and cities (still worse than the default). It's still quite far from human playable though. Like right now I just have every AI declare war on sight just to test combat code, and there's lots of stuff it just doesn't do at all yet, like building projects.

Yes I've seen the spring patch. It seems the old mod doesn't break, but I haven't extensively tested it. Have you noticed any significant oddities?

Siesta Guru, apparently, another forum member has found a fix for the (almost not existing) use of air units by the AI (see https://forums.civfanatics.com/resources/airpower-ai-fix.26849/). Do you think you could include that in your mod?

Having looked at the contents it's just an increase in desire to build the air units. I've been playing around with the same values for a while, I haven't really dialed their desire to build aircraft up because the AI barely uses the aircraft if it does build them.
 
Having looked at the contents it's just an increase in desire to build the air units.
Right. This is what I thought also. Surprisingly this increase in desire to build somehow also increased AI willingness to use air units (especially bombers) significantly.
 
Right. This is what I thought also. Surprisingly this increase in desire to build somehow also increased AI willingness to use air units (especially bombers) significantly.

It's possible that some patch increased the AI's willingness to use them. How well does it use with them with the mod on?
 
I've been testing this long before patch. AI not just builds much more fighters and bombers but also uses them much more intensively. Especially bombers.
My previous game I was bombed to the point close to surrender the game as I was slow with anti-air and just keep hiding my units in cities and encampaments.
From other hand AI is still not very smart with their bombers, as it sometimes fixes itself on bombing something to the hole in the ground (like one of my encampaments) but fails to send ground unit to capture it.
Then on another occasion I attacked AI city with submarines and next turn bum bombers from above and my 2 submarines gone.
I've been experiencing things like that for some time already and was suprised why people complaining about air combat. I've even asked community for clarification: https://forums.civfanatics.com/threads/what-exactly-is-wrong-with-air-combat.632459/
Only after been confirmed my games are really different I've released the mod in question.

My theory is that willinginess to use air units is somehow related to the number of air units AI has. More it has, more frequently it uses them. Something like reserving a few air units for something really special and using more freely all the "surplus". But I cant really explain why it works like that.

The proof is in the pudding, or how is it said in England? :)
 
Hi, does anyone know what happens, if a unit has more than one AI operation? In Lua I am experimenting with StartScriptedOperationWithTargetAndRally and AddUnitToScriptedOperation, which allows me to start an AI attack on cities. The "Attack Enemy City" operation works very well, but when I am adding a second "Attack Enemy City" operation for another target city, the AI unit will get totally confused and stops attacking his current target city.
So this might be one of the reasons why the AI gets confused during city assaults or other important operations. In order to prevent this bug you would have to stop the ongoing operations, but I do not know how to do that, except killing the unit and then respawning a new unit with the same stats.
Maybe it would be best to control AI operations only in Lua and prevent them from being automatically triggered by XML settings.
 
I used this mod in every game for over a year!

But since the spring patch, in April, the AI was improved. And since then, this mod doesnt seam to do much towards the AI behavior anymore :(

The unique personalities that different AI could have with AI+, seams also to be gone.
The AI has unique personalities, which seams to have improved with the late spring patch (not in the notes). But I can tell the difference from when AI+ "worked" and the current update.

I have tried several games with this mod and without. Sadly, it seams like most of the features from the mod, doesn't apply to the game anymore.

My theory is that the update fixed/changed/added AI behavior, which somehow negated the AI+ mod from working.

If the mod creator for this mod has no interest in Civ 6 anymore. Is there any mod creator out there who could shoulder the awesome work made by this mod, and create a new, with improved features for the AI?

Moderator Action: Last sentence removed as it is inappropriate. leif
 
Last edited by a moderator:
The game crashes (v1.0.0.262)
I had one crash, but after a reload it was ok. I couldn't replicate it.

Another question however. It breaks the left panel (city details) in CQUI for me. Without the mod all is fine, with the mod - problem. Anlyone else has this problem?
 
Back
Top Bottom