[MOD] Improved FFPlus AI

[to_xp]Gekko;8448582 said:
why 6 adepts only? 8 makes a lot more sense to me. you could get 4 liches and 4 archmages, or replace your 4 archmages if they get killed.

just because it looks like this statement is about the player...

his limitations are AI only. the Player can build what ever.

The AI would not sit on its extra adepts simply waiting for the time to come where they were ready to promote. if they did that the line would not be needed at all.

Also once they get sorcery not only is the limit removed but also there is NO limit on mages at all, which is where you would REALLY want them sitting on a few reserves to replace Archmages.
 
Glad to see my mod is helping! :)

I just uploaded a new version, maybe you find some more interesting tweaks for this mod.
 
In light of the release of a new version of Turinturambar's Economic AI, I foresee a slightly more lengthy wait on the new update of this, but it will be worth it. ;)
 
It seems, that after plugging in the python for IFF+AI, every time a great person comes into existence an OOS occurs in MP.

Edit: Hm, I'm getting alot of OOS errors as of 15 minutes ago, but now I'm having them after restoring the file. That might mean your mod is uninvolved.
 
Im playing a multiplayer game using this mod right now, its turn 350 and CTD's are more common than OOS and thats just a FF/FF+ stability issue.
 
Thanks for that, I have found the error and it will be fixed in the next release. It just means that the khazad are checking if they have one less technology when they make some decisions. Surprised I didnt pick that one up myself.
 
Ok, heres a sneak peek at most of the new changelog. There may be things added/tweaked before release but im primarily looking for feedback now that there are more details on what the mod does.

Spoiler :

Features:

Teching:

- ALL civs have had their early beelines changed so that they are more "flavourful", biased towards ensuring that each civ leverages its strengths, builds its Unique Buildings and fields its Unique Units and Heroes.

- AI will research the required worker techs if enough resources of that type are present in their territory. ("Stolen" and modified from Turinturambar's Economic AI for FFH)

- Oceanfaring techs researched if the AI has many coastal cities.

- AI will ensure they have early economic techs before teching their preferred Tier 2 military techs.

- Writing beeline no longer based on random numbers, AI will now ensure they have writing before they delve too much into advanced military.

- Archery prioritised for those who have emphasised the recon line and do not have Bronze. (Ensures adequate city defense).

- Education researched early if civ starts near a lot of flood plains.

- Civs will now react to Hell Terrain entering their lands or somebody bringing Hyborem into the world, they can do the following:

  • Non Evil civs will research Divination if hell terrain starts to appear and they do not have life mana.

  • Evil civs will research Infernal Pact (to adopt AV&StW) if hell terrain starts to take over their lands.

  • AI's forced to make a decision on which "side" they take by researching Way of the Wise/Wicked dependant on their alignment and their mana types (Life, Nature, Law increase chance of heading for the Overcouncil. Death, Entropy, Chaos - Undercouncil)

- AI will check for opportunities to snatch the free great people at Drama, Military Strategy and Arcane Lore if nobody else has had them.

- War will now make the AI react!:
  • If an early war occurs, the AI will check if it has Copper in its territory, and if it does, it will beeline Bronze Working to get those str 4 warriors. If not then it will tech Archery.
  • If the enemy is superior in technology and weapons during an early war, the AI will focus on defensive military techs.
  • The AI will now ensure it has sufficient siege to conduct a war if it is able to build them.

- Peace will make the AI focus more on economy and (affordable) expansion.

- Better Magic!:
  • Node building techs (Necromancy, Divination, etc) prioritised by alignment.
  • Civs with Enchantment mana will pick up KotE once they have Bronze Working.
  • Sorcery researched sooner if the AI acquires more mana types.
  • AI now has a strategy when building new mana nodes and is fully capable of death mana/spectre spam.
  • More adepts/mages built if they are useful (If Arcane or in possession of lots of mana etc).
  • Everyone will pick up a single enchantment node if they have Alteration.
  • Most (living) civs will pick up a single body node if they have Alteration.
  • Elves will try to build a fire node asap.

- AI will go for late game civilization/religious heroes with as much zeal as the early ones.

Religion:

- Religion founding now a lot more diverse and unpredictable while maintaining flavour. (Most civs have 2 or more available religions they can consider founding when appropriate).

- If there are unfounded religions and the civ does not have much incentive to remain under a religion they did not found, they are likely to try and found another fitting religion for themselves.

- Priesthood heavily prioritised for those with the Holy City of their state religion.

- No disciple spamming by civs who do not have flavour affinity for their state religion or the holy city.

- Religious techs will not be researched by those with inappropriate alignment (evil civs wont found order, empy, etc).

- Religious Civics adopted asap if civ has the holy city of their state religion.

Unit production:

- Much greater stack diversity. A lot of work has gone into trying to provide variety while remaining effective.

- Limited workers to 3 per city during peace. 1 per city during war. (They will not disband any units, they just wont build more unless they lose a whole lot).

- Very controlled Settler production to ensure limited over/under expansion.
- Scouts limited to 4 (except Svartalfar).

- AI Will no longer build certain low strength units if their rivals have better units. Example: Horsemen limited to 5 for everyone except the Hippus if any neighbouring civ has Iron Working and Iron weapons.

- Will no longer produce their first settler without appropriate military defense.

- Javelin Throwers limited to 2 per city if the civ has Bronze Working.

- Priests limited to 3 per city until Theology. (To stop most notably, the tiger spam!)

- AI will not build Privateers if rivals have superior naval technologies.

- Archers limited to 5 per city for everyone except Ljosalfar and Amurites.

- Once Archery has been researched, total number of warriors allowed limited to 5 per city. (Ensures civs able to build archery ranges will not continue to use warriors as city defenders).

- World Units cannot be built in cities with poor production

Building production:

- AI will build more markets in general.

- Infernal AI will no longer build health buildings.

- Many changes to influence how the AI handles building construction.

- Most civs are now quite fond of their unique buildings (Shrouded Woods, Warrens, etc).

- Unit training buildings built more often, and with more variety and intelligence. Taking into account traits, available mana, technologies, etc.

Improvements:

- Cottages will not be built under Aristocracy if there are other options.

- Workshops will not be built unless Guilds has been researched.

- Elves blocked from building Lumbermills.
 
yeah, they look really good. I can't wait until you have finished, so I can add into Fallen Ages.

x
 
Nice nice nice nice.

Some things would be better off in the DLL though... but I'm contemplating stealing your changes. Any ETA? Me eager to steal!
 
Im still testing and trying to iron out a few oddities (the Sheaim completely stopped teching in my last playtest, so until that is definitely fixed, no release :().

There are also a couple more things I think could be useful from Turinturambar's Economic AI so I'll make a conservative guess and say Friday, but it may be sooner!
 
Secret Squirrel --> don't worry too much about rushing to release it. FA is nowhere near a releasable version. But, Friday is good. What a great day. I have loads of free time of friday :D

Bad thing about the Sheaim though :(
 
I had such a bug. Be careful with your AI_chooseTech() statements, it's easy to make a typo disallowing the AI to research ANY tech.
 
Im still testing and trying to iron out a few oddities (the Sheaim completely stopped teching in my last playtest, so until that is definitely fixed, no release :().

Did the Sheaim change alignment? Sounds like the Sheaim switched to neutral or good and are forced to research a tech like way of the wicked, which is blocked for civs with good alignment.
 
Another thing to check would be your religion code.... You said it's set to check for an unfounded religion, and then try to go for it, right?

If the Mechanos aren't in game, that could possibly be an issue, seeing as you can't research the tech for their religion unless you're Mechanos or already following it.
 
Ok, I think I have that issue fixed, found a typo and some conflicting instructions on when it is good to build a Sewer. Thanks for all the help.

I have tweaked the religion code a little so that when choosing a religion to found, they will always go for one that is unfounded UNLESS it is their obvious choice to get that religion anyway. As it was before, Ljosalfar could sit there all game without ever researching Way of the Forests because somebody else snagged the holy city.

Another addition is commerce and science improving buildings (Library, Money Changer, etc) will be built more often when the civ is not at war, and the AI now only prioritises them in cities with a high science/commerce rate.

I only have one major feature left to implement before I go into final testing and then onto release, and that is civics. At the moment the AI has limited ability to assess when a civic is good for it, I want to change that. They understand God King and City States and even Aristo-grarianism but they have no clue about a lot of the later game civics other than "oh that one looks nice!" or whatever crazy "logic" is calculated by them behind the scenes.

If there are any particularly powerful late game civic combinations that people use, even if they are civ/trait/economy/tech specific, throw them up here and I'll see about teaching the AI how to take advantage of them.

Edit: While on that note, are there any additional features at all that anyone would like to see implemented?
 
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