BoogieMan's AI Mod

BoogieMan

Chieftain
Joined
Dec 24, 2005
Messages
17
I released my mod in the Steam Workshop not long ago, seems to be going well so I decided I would release it here as well for those who may be interested in checking it out.

Choose either the .RAR version or the .ZIP version, you only need one.


Version 4
11/4/14

The main goal of this mod is to adjust the behavior of AI players so they are less erratic and to make them less easy to conquer. I've always felt that the AI in Civilization V was quite poor, especially diplomatically. Beyond Earth is no exception. Until the developers decide to fix them, it's up to us. You should see AI players that maintain larger navies and more ground forces and hopefully react a little better to diplomacy.

Aliens were mostly irrelevant after the early game, so they are now more dangerous and numerous. I highly suggest playing with "Frenzied Aliens" enabled.

I have never liked how Happiness/Health works. I believe the penalties are too severe. There is zero sense for your own cities to magically becoming unhealthy just because you founded a new city or captured and enemy one. I know what the mechanic is meant to do, but it's a bad way to get it done. I have made it bit easier to maintain a larger empire. I've adjusted maintenance fees, so hopefully larger and longer games will be more feasible.

You'll want to start a new game to use this mod. Updating to a later release should mostly work out. Worse case scenario is you may not get a few changes until a new game is made.

Feedback is greatly appreciated for further tweaking.

If anyone is familiar with the proper way to insert LUA script file changes into a mod and can help me out, we should be able to see more Siege Worms and see them even during the late game, as well as a higher percentage of the more dangerous species of Aliens as their aggression increases.



This mod makes the following changes:

-AI players-
Attempt to maintain a larger standing army
Reserve more units for territory defense
More Naval Defense/Offense
React a little less harshly to minor infractions such as expeditions near "their" territory.
More tolerance for "warmongering" and forget it a little more quickly.
More appreciative of their cities being liberated
A little less willing to offer peace during stalemates
Less willing to offer peace when only minor damage has be received
Peace offers should be lower when the war was not overly damaging

-Aliens-
Increase to land based alien's combat strength
Increase to sea based alien's combat strength
Increase to alien population max and spawn rates
Manticore (ranged alien) movement increased to 2 from 1
Aliens can spawn farther from nests
Aliens should be more aggressive
There should be more alien nests that regenerate more quickly
Alien Kraken can now move along shores
 

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This looks interesting. Ill most likely check it out. Will this work ok with the BeBa mod seeing that it has a modifications to the alien units and AI too or will this mod and BeBa conflict with each other? Also are the maintenance fees and health changes in this too, cause I would rather just download it for the better AI.
 
BeBa has some AI tweaks in it. They are basically the same changes to AI that a Civ5 modder did that translated to BE cleanly. I suspect the chances of there being a conflict between the mods to be quite high.
 
BeBa has some AI tweaks in it. They are basically the same changes to AI that a Civ5 modder did that translated to BE cleanly. I suspect the chances of there being a conflict between the mods to be quite high.

Ok I thought so. Hopefully BeBa can get some of the changes in this mod to be included in it.
 
If you can mod air and satellite behavior. The AI never fields rocktopuses but the bigger issue is the fact that the AI only does airstrikes.
 
Will this work ok with the BeBa mod seeing that it has a modifications to the alien units and AI too or will this mod and BeBa conflict with each other?

You can use them together. There are no changes to Lua in BoogieMan's mod. They may both be attempting to overwrite a few of the same values, but that doesn't mean you can't use them together.
 
Hey there,after playing with this AI,the game have definately became much more fun.
However,the AI,continue to give up their cities in a peace agreement following rather easily.
Even when a sizeable portion of their military remain relatively intact and that the difference in millitary strength isn't that immense.

Could you modify the AI to become a lot less willing to give up their cities when their military is mostly functional but not completely rule out the possibility of conceding cities?
 
Hey there,after playing with this AI,the game have definately became much more fun.
However,the AI,continue to give up their cities in a peace agreement following rather easily.
Even when a sizeable portion of their military remain relatively intact and that the difference in millitary strength isn't that immense.

Could you modify the AI to become a lot less willing to give up their cities when their military is mostly functional but not completely rule out the possibility of conceding cities?

The best way to deal with that is to just choose not to accept the cities. You can remove the city from the deal list and add all their energy or just some of it, whatever you think is a fair offer. I like to take all the oil and get some more sats in the sky.
 
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