I'm really not a fan of people on this forum saying that the current AI systems are fine as-is, if needing improvement. His mod can only do so much. The AI still has the same crapton of cheats since it doesn't run on any logic and will always be limited by how far it can follow the game rules. All he can do is limit the amount of mistakes made by the system itself, as if that would lead to an AI that's fun to interact with. To make an actually capable AI that understands the game, he'd need DLL access.In fairness to you, Siesta Guru, Arabia and India did stomp me in my recent game as the Khmer when they dual-declared as part of an emergency and showed up with (buffed by Quo's Combined Tweaks mod) Catapults and Archers, which they actually used fairly well. But I'm in total agreement with you about shortcomings of the AI's master strategy. Just wanted to put it out there that you've done some nice work, to the degree it is possible with the systems Civ 6 gives us.
You've got the dude who made AI+ saying that the AI still sucks right in this thread.The AI got vastly improved in Expansion, and works great with the Awesome AI+ mod.
I've been spoiled by Vox Populi. Everything the AI does is so much better than any game I've played that just making war more interesting doesn't look good to me, not to mention the direct communication that's gone on with Gazebo and ilteroi, who have the freedom to change core mechanics. Just a few days ago G added a simple desperation factor to the AI for domination victories at user request. That said I do like that you guys are trying. It'll hopefully make things smoother if the DLL gets released to allow some proper overhauls.Isau's mod actually helps a lot too, the extra movement speed is a godsend to the AI because it allows them to attack from the shadows. It makes micro a lot harder to deal with.
I'm really not a fan of people on this forum saying that the current AI systems are fine as-is, if needing improvement. His mod can only do so much. The AI still has the same crapton of cheats since it doesn't run on any logic and will always be limited by how far it can follow the game rules. All he can do is limit the amount of mistakes made by the system itself, as if that would lead to an AI that's fun to interact with. To make an actually capable AI that understands the game, he'd need DLL access.
Saying that current moddability is perfectly fine is not only going against Siesta's own words, it's also the sort of thing that could encourage Firaxis to not release the DLL.
You've got the dude who made AI+ saying that the AI still sucks right in this thread.
I understand that you're complimenting his work, but my response also has to do with the sentiment that the AI can be viewed as something like level design. I dislike it when people say these roundabout methods are acceptable(I can still appreciate the concepts) largely because, well, I've been spoiled by VP and I'm really hoping that Firaxis will release the DLL already. I don't like their business practices and I'm kinda sick of those who defend it -and there's a lot of those here-, so I'm sorry if I came off as hostile.I don't understand your reply. I feel like you misunderstood what I wrote. I not only use the AI+ mod, I am a modder too, and write a mod that specifically recommends that players use AI+. My post complimented Siesta Guru for his work. It's nothing more than that.
I understand that you're complementing his work, but my response also has to do with the sentiment that the AI can be viewed as something like level design.
Oh don't get me wrong, designing the game around the AI is important. I'm just peeved at the current design of both the game and AI, so working around that doesn't look acceptable to me. Maybe that's where I misunderstood you.Well IMO... AI can be viewed much like level design. It's how I've worked it into various other games I've had to incorporate it in. In the end though I think Siesta and I are mostly on the same page. The main fault of Civ 6 AI is an XML node based approach that is overly broad and lacks a sense of grand strategy.
I'm familiar with the AI from other games, and "level based" is IMO a fair approximation of the technique. That differs from, say, "chess based" design. The main intent of AI in a game like civ is creating an obstacle with an intelligent-like appearance. That is basically how the AI in Vox Populi works from what I've seen of it. It's well done, but I wouldn't call it exceedingly smart, it's level-based in that it's got bots that present a legitimate obstacle and avoid doing stuff like running into walls or falling off cliffs, which is really all the average player is asking for.
It's nowhere close to the level of intricacy that you describe, while the complexity you describe should honestly be some kind of minimal baseline.
The main intent of AI in a game like civ is creating an obstacle with an intelligent-like appearance.