smellymummy
King
- Joined
- Jul 31, 2002
- Messages
- 705
Beta Information:
initially this mod component was just to illustrate how the AI can be taken over and made to follow player strats. but it's a lot of fun to run the computer a while and see how far it can go, and can pack a lot of surprises as a player when suddenly the AI just starts plopping cities left and right to you.
all of the code is based off functions i worked on to get the AI to improve its early game for an earth based map scenario.
i'm including beta info because theres a lot of missing stuff still needing to be added. for example, consideration for ghandi who isnt made to ICS, or weight of a civ with the +hammers policy on settling coastal towns. little things like that. the game shouldnt crash using this unless your PC just can't handle all the AI cities, it's very stable and most bugs have been squashed
screenshot of latest tests in second post
Mod:
The AI will now aggressively pursue an ICS strategy: cities will spam the map
Installation:
Download and extract into your documents / my games / civ5 / MODS directory, activate ingame via the mods menu
Compatibility:
compatible with any mods (no editing required InGame.xml gone!), probably the only things that will break this script are:
version history:
v0.21 - 11/17/10
a little bit more cleaning of the script along with verbose = 0 by default as to not spam your lua.log if you don't want it to
mod package doesn't require InGame.xml to load anymore
v0.2 - 11/13/10
1 turn delay added to citybuild changes which helps to reduce the v0.1 super aggressive expansion
cities building wonders are now more than likely never going to be interupted, also reducing the AIs expansion
settlers losing a settle spot destination are now reset in realtime, instead of on the next turn. with the delay the game's AI took over and would lag the game 10-15 secs as it tries to find a right spot to settle, only to leave the settler on the same tile. speeds up the game because the game's AI can't fanthom icsing
functions stop working if settling spots == 0
script rewritten to be more reader friendly, and a number of nil value checks, table values and the likes redone to reduce lua warnings and a lot more verbosity left in for the lua output
v0.1 - 11/10/10
initial release
notes/todo:
bug reports, suggestions, and feedback (especially the city build stuff) most welcome
initially this mod component was just to illustrate how the AI can be taken over and made to follow player strats. but it's a lot of fun to run the computer a while and see how far it can go, and can pack a lot of surprises as a player when suddenly the AI just starts plopping cities left and right to you.
all of the code is based off functions i worked on to get the AI to improve its early game for an earth based map scenario.
i'm including beta info because theres a lot of missing stuff still needing to be added. for example, consideration for ghandi who isnt made to ICS, or weight of a civ with the +hammers policy on settling coastal towns. little things like that. the game shouldnt crash using this unless your PC just can't handle all the AI cities, it's very stable and most bugs have been squashed
screenshot of latest tests in second post
Mod:
The AI will now aggressively pursue an ICS strategy: cities will spam the map
Installation:
Download and extract into your documents / my games / civ5 / MODS directory, activate ingame via the mods menu
Compatibility:
compatible with any mods (no editing required InGame.xml gone!), probably the only things that will break this script are:
- mods that change remove the default settler (this needs settler id = 0)
- mods that increase the minimum new city distance (needs to be 3)
- mods that take over control of AI settlers and city build queues (already doing this here)
version history:
Spoiler :
v0.21 - 11/17/10
a little bit more cleaning of the script along with verbose = 0 by default as to not spam your lua.log if you don't want it to
mod package doesn't require InGame.xml to load anymore
v0.2 - 11/13/10
1 turn delay added to citybuild changes which helps to reduce the v0.1 super aggressive expansion
cities building wonders are now more than likely never going to be interupted, also reducing the AIs expansion
settlers losing a settle spot destination are now reset in realtime, instead of on the next turn. with the delay the game's AI took over and would lag the game 10-15 secs as it tries to find a right spot to settle, only to leave the settler on the same tile. speeds up the game because the game's AI can't fanthom icsing
functions stop working if settling spots == 0
script rewritten to be more reader friendly, and a number of nil value checks, table values and the likes redone to reduce lua warnings and a lot more verbosity left in for the lua output
v0.1 - 11/10/10
initial release
notes/todo:
Spoiler :
improve the scoring method
lower plot dest score if there's a resource on it
more/better canfound checks for found capable units
event based war scoring change
embark checks for archipelago maps
add more build/train management for needed happy/culture buildings and for military units when needed
maybe take over workers for trade posts as well
lower plot dest score if there's a resource on it
more/better canfound checks for found capable units
event based war scoring change
embark checks for archipelago maps
add more build/train management for needed happy/culture buildings and for military units when needed
maybe take over workers for trade posts as well
bug reports, suggestions, and feedback (especially the city build stuff) most welcome