Aircraft AI since patch

:O

I was just mirroring your response back to you.

It's what you get for checking a screenshot on your phone, couldn't see the whole picture.
 
played deity as vietnam, was behind science pretty much the whole game (at one point teddy had 600 per turn while i had like 180) but espionage game mixed with some war put me just behind the two top civs (macedon and usa). Alexander and Teddy both had airfields up for a long time but didn't have any oil or aluminum to build an air force (or at least werent spending it on those) so they didn't put up a fight against my air force despite their massive tech advantage which then translated to me destroying them very quickly.

Interestingly tho I originally wasn't going to invade the U.S. and try to win peacefully (cuz of broken monopolies) but teddy was 2 turns from building his first nuke and launching exoplanet expedition so i preemptively nuked him (with my only two nukes). I think it might be my first time ever being threatened by an AI with nukes in all my time playing this game lol. Also, without trying to meme at all i ended up invading the U.S. as Vietnam on my first Vietnam playthrough (didn't even preselect US to be in the game lol)
 
Yeah, it’s so tempting to turn off strategic resource requirements for aircraft to see how many the AI would build. I tend to have enough aluminum to fill my airports but they rarely have more than one mine, if any.

The other day the world voted to give all AI 4 nukes, right before that war I described. But I was so sad to see none got used by AI. All the pieces are there for some awesome late game warfare/games, but just no coding for it. And I don’t think FXS gets a pass of “it’s too hard to make all the pieces fit together”, it’s a pretty simple routine to figure out when/where to drop a nuke, and to deploy and rebase fighters/bombers to support ongoing city assaults by land or sea units. But perhaps not one that would increase sales of the game.
 
My neighbor Babylon had an aerodrome near my border. We were allies until I ruthlessly stabbed him in the back. He had a jet bomber on the aerodrome that I killed with two fighters. But he didn't learn from that because a while later he once again had two jet bombers there sitting duck. He had a jet fighter in the city centre that did attack my patrolling fighters. But with added AA support he couldn't kill them before I upgraded them to jet fighters. So, mixed bag, he did use them but not very effective.

I am at war with the entire world because of the betrayal. (Babylon had a border city with statue of liberty, taj mahal, two oil and no walls, so...). I was mid tier in tech but I only saw planes from Babylon so far.
 
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What is the civfanatics consensus regarding the aircraft updates from the last patch? Are they noticible. I am currently still halfway my game as Japan and just entered renessaince since the last patch.
 
I think I noticed some rebasing to move a fighter and bomber to the front, my biplane was hit by another, and I think my field cannon was bombed before settling peace (hard to tell with animations off). Still don’t see fighters deployed, but the above would still be quite an improvement if not just a fluke.
 
As posted in this thread ( Aircraft AI since patch | CivFanatics Forums ), it has become better overall. I have witnessed the AI building both more Aerodromes and Planes in now two games and I also learned that hard way that they can use them - in my case I got a sub sunk by Jetfighter, with which I attacked a city and another time an embarked Military Pioneer got damaged. Probably the biggest limiting factor are now the AI flaws in regard to strategic ressources - they often leave them unimproved (which is not new - [NFP] - [1.0.2.39] AI often not improving ressources over long time | CivFanatics Forums - and so not caused by the recently added problem with luxuries) and their trading behaviour for them is insufficient with an accepted storage limit of only 22 (which does not even scale with gamespeed: [NFP] - [1.0.6.9] AI strategic ressource storing/trading logic puts it behind on Epic/Marathon game speeds | CivFanatics Forums )
 
Sure thing, I was holding off on publishing until I get it working with Real Strategy. I must have a load order issue that isn't resolved just by setting RST as a reference, but when I change these parameters in RST itself, I really like what I have seen. It seems RST's "enough" system causes really impressive military buildup, which creates enough imbalance to break open a few fronts during wars so that cities can be captured.

More Aggressive AI currently only runs MoreAgressiveParameters, which increases the PseudoYield valuation of cities (which is apparently used in determining if and which city to attack). By factoring in only defending units and city defense, all attacks will be based on tactical decisions. As far as I can tell, this seems to cause attacks on cities on the front line, but preserved the AI's inclination to attack undefended fronts when available (I'm sure this is why those neighbors attacked me when I was at war with my rival).

I played around with some operation limits in MoreAggressiveOperations (allowing more operations per war, allowing both very small and very large operations) which I have seen lead to more effective and larger assaults. With it active, I have seen AI roll through another's empire in in AI only games. It seemed to allow AI to mobilize most of their army, not just a handful of units at a time. It's not currently loaded by the mod. By allowing more, smaller operations, it seems that it is possible for a few units to jump in and conquer a city if the opportunity arises.

The MassiveCityAssault is just a draft, I don't think it works.

I use More Aggressive AI exclusively with my version of Radiant's Stronger Cities which heavily buffs AI damage to districts (including each others), so that 2-3 unimpeded melee units can capture a city through much of the game. Siege drops walls in one hit and drops health in a second. The only defense against conquest is to have a standing army.

Thank you for sharing your tweaks to the AI and your tweaked version of Radiant Stronger Cities. I have some questions to your tweaks and the post that I hope you will find the time to answer.

From reading your post I got the following points, but I am in doubt I understood it all correctly:
  1. The tweaks in MoreAggressiveOperations.xml work, but you don't use them ("It's not currently loaded by the mod")
  2. You dont believe the tweaks in MassiveCityAssault.xml work, so you don't personally use them
  3. You personally use MoreAggressiveParameters.xml
  4. You use MoreAggressiveParameters in combination with your tweaked version of Radiant stronger Cities.
  5. There might be some problem with Real Strategy. So you actually edit RST instead of using the actual mod files for Taefins More Aggressive AI ("... until I get it working with Real Strategy. I must have a load order issue that isn't resolved just by setting RST as a reference, but when I change these parameters in RST")
Is that correct, or did I misunderstand something?

If that is correct, I have some followup questions to the points of 2 and 5:
2) Why don't you use these?
5) Is the problem with Real Strategy resolved, or do you still edit RST? Is there any specific reason to include it as a prerequisite in the .modfile instead of just putting in later in the load order?

Bonus question: In MoreAggressiveOperations.xml there is some changes that are commented out. Did these not work out as hoped, or what is the reason for commenting them out? What do they do / supposed to do?
 
Just in my latest gameplay an enemy Kongo AI used a bomber to nuke Georgian AI repeatedly on the same capital city but did not capture it because Georgia has three GDRs.
So it seems, this has still not been fixed. AI constantly nukes a city they want to capture, instead of mroe effective carpet nuking.
 
Thank you for sharing your tweaks to the AI and your tweaked version of Radiant Stronger Cities. I have some questions to your tweaks and the post that I hope you will find the time to answer.

From reading your post I got the following points, but I am in doubt I understood it all correctly:
  1. The tweaks in MoreAggressiveOperations.xml work, but you don't use them ("It's not currently loaded by the mod")
  2. You dont believe the tweaks in MassiveCityAssault.xml work, so you don't personally use them
  3. You personally use MoreAggressiveParameters.xml
  4. You use MoreAggressiveParameters in combination with your tweaked version of Radiant stronger Cities.
  5. There might be some problem with Real Strategy. So you actually edit RST instead of using the actual mod files for Taefins More Aggressive AI ("... until I get it working with Real Strategy. I must have a load order issue that isn't resolved just by setting RST as a reference, but when I change these parameters in RST")
Is that correct, or did I misunderstand something?

If that is correct, I have some followup questions to the points of 2 and 5:
2) Why don't you use these?
5) Is the problem with Real Strategy resolved, or do you still edit RST? Is there any specific reason to include it as a prerequisite in the .modfile instead of just putting in later in the load order?

Bonus question: In MoreAggressiveOperations.xml there is some changes that are commented out. Did these not work out as hoped, or what is the reason for commenting them out? What do they do / supposed to do?

Short answer is that I teach at university and winter break ended. Haven’t had the time to try a game with aggressive operations in a while. It sounds like you understand me correctly. For Real Strategy (RST), I haven’t figured it out yet, but it must just be a load order issue. RST leads to such wonderful buildup of units that works so well with aggressive operations allowing mobilization. If you follow the model of increasing number of operations per war in RST, you might get some good results. I’d love to hear how it’s working for you.
 
Short answer is that I teach at university and winter break ended. Haven’t had the time to try a game with aggressive operations in a while. It sounds like you understand me correctly. For Real Strategy (RST), I haven’t figured it out yet, but it must just be a load order issue. RST leads to such wonderful buildup of units that works so well with aggressive operations allowing mobilization. If you follow the model of increasing number of operations per war in RST, you might get some good results. I’d love to hear how it’s working for you.

I'll try it out a bit when I have time, and let you know of the result. Don't know if @Infixo have any comments on your changes based on Real Strategy? Maybe he already experimented with those kind of values while developing it.
 
Please forgive me the bump (and it is a pure bump!), but I want to re-focus your attention to this thread.

Has the community gained new experiences regarding this topic?
Have the accumulated hundreds of games you must have played since the patch launched brought any new information regarding this (former) issue?

How is the state of the game now?
Was the AI actually improved or were the hopes too high (again)?
 
I have noticed the AI both using bombers and fighters, even a couple nukes. However, I haven't seen a single AA unit.
 
In my last deity game as Kublai of China I was pretty shocked because I have already seen England to build aerodrome, around turn 170-180

I haven't seen any airplane though till diplomatic win at t215

In Nubia science win t204 no dromes, no planes

I predict I need to prolong games past 240 turn to see any use of airforce
 
I hope people don't mind me bumping this thread - I just finished a deity domination game with Victoria on the new patch, and definitely noticed the AI building more aircraft.

I was boxed in on a contents map with only six cities and behind in tech for most of the game. I thought I'd beeline bombers and see whether I could still roll over the AI with aircraft, or whether I would hit more resistance since the last update.

The good news is that in my wars against Canada, Mali and Gaul, they each built and used a handful of aircraft (Biplanes, Fighters, and Jet Fighters) to attack my units. I definitely saw more AI aircraft than in the past. However I never saw any bombers, nor did I see them use aircraft to attack any cities.

I also never saw them deploy fighters so they could defend against my bombers (even when there was a Jet Fighter stationed in the Canadian city I was bombing), nor did I see any Anti-Aircraft units at all. So while they did kill a few of my land units, they didn't really defend their cities from my bombers. The main resistance came from Mali's many GDR's and their anti-aircraft strength, which took quite a while to whittle down.

The AI changes to aircraft are a step in the right direction for sure and it's noticeable. I hope the dev's continue to improve the AI's ability to handle air combat in the future - as they could really use some more ways to defend themselves from bombers in the late game.
 
Had a late war game yesterday. I had jet bomber and fighter. Mali had jet fighters in two or three cities. I saw one of the Mali jet fighters had taken damage but did not see if what it attacked. I'm sure he never deployed the two jetfighter to prevent my jet Bombers attacking his cities or units for that matter. To me it seems like he attacked with one of his jet fighters once and that was it. So yeah, I saw AI jet fighters but they were really passive and wasn't deployed went needed the most.
 
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