Sacrelicious
Chieftain
- Joined
- Oct 25, 2016
- Messages
- 1
@Delnar_Ersike This is awesome, thanks for your wok on this... any idea how to get it working on a Mac install?
Hey Delnar, good to see you at work already in Civ VI. Although currently this mod seems to be broke. I saw this in Modding.log
Code:[124557.762] Status: Applying Component - AICLEANUP_COMPONENT [124557.762] Status: Creating database save point. [124557.762] Status: UpdateDatabase - Loading AICleanup_Units.xml [124557.763] Status: UpdateDatabase - Loading AICleanup_GlobalParameters.xml [124557.763] Warning: UpdateDatabase - Error Loading XML. [124557.763] Status: UpdateDatabase - Loading AICleanup_Leaders.xml [124557.764] Warning: UpdateDatabase - Error Loading XML. [124557.764] Status: UpdateDatabase - Loading AICleanup_Victories [124557.764] Warning: UpdateDatabase - Could not load file. Unknown extension. [124557.764] Status: Successfully released save point. [124557.764] Status: Applied component to game.
So to fix these, in the .modinfo file you reference AICleanup_Victories twice but doesn't have its extension
Code:<File>AICleanup_Victories</File> <-- causes error <File>AICleanup_Victories.xml</File> <-- fixed
In GlobalParameters and Leaders, you have update blocks but forgot some slashes in all of them
Code:Error: <Update> <Where Name="AI_CURRENT_TASK_BIAS"> <Set Value="50"> </Update> Fixed: <Update> <Where Name="AI_CURRENT_TASK_BIAS"/> <Set Value="50"/> </Update>
Mod seems to load correctly once all these fixes are made.
The mod prevents the AI from expanding. Was playing a game with a friend and got up to 200 turns and noticed every civ only had one city. They also wouldn't declare war or attack anything.
Later on tested multiple times. AI will build settlers and do nothing with them. See pics
http://imgur.com/3z1qnn6
http://imgur.com/VOfugv1
http://imgur.com/4zNkF9Y
Not counting the settler bug mentioned in the above posts, it sounds like this mod changes the AI into an ICS nightmare. They already get 3 settlers on deity (my play level), I can only imagine them with their +80% productivity bonus having a hard-on for new cities. Am I reading it wrong?
Looks like they're both waiting for escorts. It's probably a problem present in vanilla, but it didn't surface until I removed the restriction on settlers and made the AI build more. I've got a feeling I'll have to start dealing with the operation's behavior tree, ugh...
Looks like they're both waiting for escorts. It's probably a problem present in vanilla, but it didn't surface until I removed the restriction on settlers and made the AI build more. I've got a feeling I'll have to start dealing with the operation's behavior tree, ugh...
EDIT: Turns out I don't think I need to, hopefully fixed in v5. As an added bonus, the AI can use Scouts and Rangers to escort settlers, too, so settlers are more likely to be sent out now.
Looks like they're both waiting for escorts. It's probably a problem present in vanilla, but it didn't surface until I removed the restriction on settlers and made the AI build more. I've got a feeling I'll have to start dealing with the operation's behavior tree, ugh...
EDIT: Turns out I don't think I need to, hopefully fixed in v5. As an added bonus, the AI can use Scouts and Rangers to escort settlers, too, so settlers are more likely to be sent out now.
So annoying! Why does every single civ game have god awful AI? Ugh. It's so frustrating.Fairly sure the settler problem still exists. If the difficulty gives the AI free settlers at the start, it doesn't move them, and if it doesn't get free ones, it doesn't build any. Ran several autoplay AI only games.
Alright, did a proper sweep-through, the bug is actually fixed in v6. It was a byproduct of the command I used to delete the old move order; it turns out the command was a lot more generic than I thought, so it wiped out the moves used by settlers, too.Fairly sure the settler problem still exists. If the difficulty gives the AI free settlers at the start, it doesn't move them, and if it doesn't get free ones, it doesn't build any. Ran several autoplay AI only games.
The shortest answer is that Firaxis/2K can't afford to pay people who know enough about AI to make a good one, especially when these programmers would have to work more hours as well (compared to working at a place like Microsoft or Tesla).So annoying! Why does every single civ game have god awful AI? Ugh. It's so frustrating.
Alright, did a proper sweep-through, the bug is actually fixed in v6. It was a byproduct of the command I used to delete the old move order; it turns out the command was a lot more generic than I thought, so it wiped out the moves used by settlers, too.
The shortest answer is that Firaxis/2K can't afford to pay people who know enough about AI to make a good one, especially when these programmers would have to work more hours as well (compared to working at a place like Microsoft or Tesla).
CPP / Vox Populi proved that it was achievable to make a tactical AI that can shape up effectively against a human player. I am very annoyed that Firaxis didn't learn from this in Civ 6. If modders can achieve so much, why can't firaxis do it? Unfathomable.
This is probably achievable with one highly skilled AI programmer - Surely they can afford that? I for one would be more than happy to pay for an AI DLC that makes them good. Bad AI virtually ruins the entire game.
An average videogame programmer earns roughly 100k USD a year and gets treated like dirt. An AI expert can easily ask for 200k per year, and if Firaxis/2K start giving them lip, they can easily jump ship to a company that doesn't treat them terribly (Google, Facebook, and Intel are always on the lookout for this kind of talent); in real terms, this usually means that if said expert would have to work the same schedules as videogame programmers, they would actually ask for something around 300k per year at least (this includes overtime and crunch that is standard for videogame development). For that price, 2K can just hire two generic programmers to make a superficial OK-looking AI (people don't really have high expectations), spend a bunch on a celebrity voice actors who players will immediately recognize to sell more copies, and still have money left over.CPP / Vox Populi proved that it was achievable to make a tactical AI that can shape up effectively against a human player. I am very annoyed that Firaxis didn't learn from this in Civ 6. If modders can achieve so much, why can't firaxis do it? Unfathomable.
This is probably achievable with one highly skilled AI programmer - Surely they can afford that? I for one would be more than happy to pay for an AI DLC that makes them good. Bad AI virtually ruins the entire game.