Artificially Intelligent AI Mod

Unique buildings aren't available to all civs, so I'm not following. Can you elaborate?
 
I made it so if modders make a unique civ, the AI will auto prioritize their stuff if the Modder adds the proper Firaxis setup.

It will auto work.
 
I gave your mod a shot after downloading it from the Workshop, and I can see the increase in performance, especially tech/civic-wise. I did notice this in Database.log though:

Code:
[1075031.284] [Gameplay] ERROR: UNIQUE constraint failed: UnitAiInfos.UnitType, UnitAiInfos.AiType
[1075031.284] [Gameplay]: While executing - 'insert into UnitAiInfos('UnitType', 'AiType') values (?, ?);'
[1075031.284] [Gameplay]: In XMLSerializer while inserting row into table insert into UnitAiInfos('UnitType', 'AiType') with  values (UNIT_MODERN_ARMOR, UNITTYPE_MELEE, ).
[1075031.284] [Gameplay]: In XMLSerializer while updating table UnitAiInfos from file ArtInt_Units.xml.
[1075031.284] [Gameplay] ERROR: UNIQUE constraint failed: UnitAiInfos.UnitType, UnitAiInfos.AiType

Don't think it's a conflict, I'm only using it in combination with my own (work in progress) mod which doesn't touch AI, and the unique district icons.
 
Thanks Magil, I'm aware of it, and just haven't made it a priority. I'll get it taken care of now.
 
Keep up the good work! Had two really challenging and fun games with this mod.
 
Would you mind posting future updates with non-steam DLs too? I prefer manually controlling my mods over using on Steam
 
Was traveling internationally, will continue development being back.
 
Was traveling internationally, will continue development being back.
Good afternoon, could you post your mod on this site? Many people often sit on this site in search of mods, because here you can get a quick and clear answer from the author.
Thank you very much for your attention, very much hope for the solution of this issue.
 
First awesome mod, 1000% better than previous games I had without your mod.

Second I'll explain how my game is working with your AI mod and some feedback.
I play on Deity difficult.
I'm using your mod, Giant Earth (Yet (not) Another Maps Pack), Reveal Map and a few UI mods.
I made changes to make the game go ultra fast through ancient era, then basically marathon speed until renascence, and ultra slow Industrial era forward. Also i made changes to Unit costs, Civic, Tech, Great Person, Wonders, changed how long friendship and alliance lasts, turns for spy operations and added a few more spies(one at Political Philosophy), war mongering values (lower for earlier eras and the vanilla values for Atomic and Information era), increased the bonus yield for resources, and a few buildings changes(basically buffed religious buildings).

I'm at the turn 298, just entered Industrial Era, first in Tech and Culture, top 3 in Religion and Domination.

All civs with the exception of Brasil(I killed them at turn 30, they were the only one besides me at South America) are still in the game(something I usually don't see), there have been wars, Rome only have one city and lost its capital, Poland almost lost all of its cities, same with USA, Japan took one city from Spain, Russia is destroying everything between West Asia and East Europe, and Australia only have its capital(working on getting them back they are my buddies in North America).

So how Australia lost all of it's cities in 1 turn, with me joining in the war the moment Germany captured one city?
They made a peace deal, so here is where your magic should come, I used the Liberation Cassius Belli, they shouldn't make a peace deal or if they do so, it shouldn't give 3 untouched cities to the enemy.
Also I think the AI is bad at defending(Placing ranged units next to river to stop enemy from moving forward).

Remember when I said that I changed spy operation timers, for the first time I haven't been spied all game long, and everyone knows where my capital is(Maybe it's not your mod fault, I think that Revel Map is to blame, maybe).

Another problem I have encountered is settling, a quick look at the map and you can see 15 great settling locations next to rivers, mountains nearby, coasts with plains and grasslands with a lot of land for districts and farms(Again maybe because I'm playing on a bigger map is to blame, or the civs that are nearby those lands doesn't care about settling, if that is the case maybe every civ should have a higher priority for settling).

So for a Summary, Settling issue, Spy issue?, peace deals, and AI making less war and unable to finish another civ for now.

Other than that everything is going smooth, the AI is more competitive, they actually bring siege equipment for war, now I have to wait for the late game to see how it goes.

Thanks for the awesome mod and for reading, sorry for any mistake English is not my main language.

PS: Has anyone found a cure for the "You are moving your forces nearby my border..."?

Edit: Rome has fallen.

Update: Turn 330 Finally I have been spied on multiple times on the past 15 turns by different civs, and finally the other civs are settling on available land near them not all though, maybe they had other priorities, but still there are a few good landmasses. Now I'm waiting for Persia(Go bud in China) to declare war and finish Poland and Norway.

Update2: Turn 364 1880 AD early Industrial Era. Had the greatest battle ever over La Venta. Can't believe the sweet and effort I had to put to liberate the city from the Russians, had to peace right after liberating it(Took all of their resources and art, thanks AI). Had the army of Seul, Hattusa, Valleta and some troops of my own to siege the city, now I know the true power that roads have/had when supplying the army with fresh troops, almost cost me the war having no roads connecting the city and no water support(No planes yet and the closest city was 21 tiles away). It was brutal I never lost that many troops to conquer one city, I wasn't fully prepared to take the city The armies where far off when I "had" to declare war.
If it weren't for your mod that city was a goner faster than I would write this, with only Valleta's army, wouldn't have to spent an extra 4000 to levy and upgrade the other two armies, and another 10000 of my own troops.
The AI finally settled the last great spots of lands, there a few okay land masses, but nothing that I can complain much at.
I've killed more spies than I can count, maybe they were spying someone else.
 
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Just an FYI, Artificially Intelligent works fine after the Summer patch. Almost nothing was changed with the Base Civ AI, and it's still a complete wreck.

All the statements people have been making about the AI getting better have been wrong, the only noticeable fix I can see is the AI bombers will now attack units, although not anywhere near often enough.

And without this mod, the AI won't build planes at anywhere near a proper rate, building empty areodrones everywhere.
 
Sounds like a truly exciting mod project. Soon as the summer patch gets ironed out a but more, I'll probably be pairing this with Quo's mod to see how well the game runs.
 
I tried the mod today and noticed two several things:
1. Yes, AI finally can build ships and airplanes in an adequate quantities
2. But for some reason AI was ignoring district building, esp campuses. It used to be an old issue in AI+ which was fixed.
3. After patch barbs started attacking cities, I saw them almost taking one city down. However, when using the mod I saw huge barbarian hordes (btw speed of barbarian spawning is extreme in the mod!) not even trying to attack city.
4. For some reason AI always tries to go for the capital city of the opponent, ignoring the rest. As a result, AI suffers massive losses on the way.
 
Will look into the issues, at different points each of them has been fixed, but it always feels like once you fix any one, the others break again. Really frustrating at times.
 
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