Getting the AI to use new promotions

Kael

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May 6, 2002
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I have dozens of new promotions in my Mod and the computer won't use any of them. If I limit it just to the new promotions on a unit, it won't pick any of them and just not level up. Has anyone else noticed this? ANy ideas on how to work around it?
 
I know the AI was using my promotions when I tested it. Actually, at one point I had an overpowered, not-intended-to-be-used promotion that I forgot to remove from the list for melee units and every AI warrior chose it.

The only reason I could see for the AI not picking promotions is if all its available options have a downside, ie +25% vs melee -25% vs archer or whatever.
 
Zurai said:
I know the AI was using my promotions when I tested it. Actually, at one point I had an overpowered, not-intended-to-be-used promotion that I forgot to remove from the list for melee units and every AI warrior chose it.

The only reason I could see for the AI not picking promotions is if all its available options have a downside, ie +25% vs melee -25% vs archer or whatever.

It was a wash from the computer perspective since I applied all bonus's in the unitpromoted event and the promotion itself did nothing. Following your line of thinking I put a minor buff on the promotion (+1% heal in freindly lands) and the computer still refused to level up. When I made it give +100%to combat strength the computer was all over it.

Thanks!
 
Guess this means the AI realy dose evaluate the Promotions avalible too it and picks the one it thinks will own (probably sums up values some how and picks highest one). Quite clever of Firaxis, Tech and Building choices seem to be chossen purely on their Flavor values though.
 
Impaler[WrG] said:
Guess this means the AI realy dose evaluate the Promotions avalible too it and picks the one it thinks will own (probably sums up values some how and picks highest one). Quite clever of Firaxis, Tech and Building choices seem to be chossen purely on their Flavor values though.

With buildings it definitly does some calcs too, I have had to throw some huge AIWeight values at buildings to get the computer to build them when their effect is more than the xml would suggest.

The leaders weight unit types heavily (Victoria loves attack ships, Ghandi loves workers) which I tihnk is nuts. I had to wack that to get the computer to start building more inteligently.
 
I've found they've done an excellent job in having the AI dynamically weigh what chocies are the best for any given situation, rather than simply hardcoding strategies. It makes it so easy to mod things when they'll choose new units and other creations automatically based on their merits. Imagine having to reprogram the AI just to get them to use anything new :)

The problem in that situation is just that the AI determined that using the promotion for a free +50% heal down the line was more valuable than the promotion itself (which provided no immediate benefit). Hopefully when the AI-modding capabilities are available we'll be able to give some entities specified values.
 
No problem. Glad you got it working :) I assume that was testing to get the AIs to cast spells? What I'd do is make the promotions give whatever bonus the spell is good for. For example, if you have a spell that does huge collateral damage, have the promotion for it give +100% collateral damage or somesuch. I have noticed that, while it picks promotions randomly in peacetime, the AI will indeed stack its promotions against your dominate strategy in wars. One game playing as China and abusing CKN's, nearly every single unit that was able to picked Cover.
 
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