[MOD] More Naval AI

its only with Naval units
 
Version 1.61 released (compatible with saves from version 1.6) - DOWNLOAD LINK

Changes with this update:
  • AI
    • More tweaks to promotion choices
    • AI less likely to start premature Warplans while in Conquestmode
    • Conquest stacks will search a slightly larger range for potential barb city targets

  • Bug fixes
    • Fix to keep Adept units from being assigned the ATTACK_CITY AI
    • Automated naval units will no longer cast worldspells for human players
 
AI still tends to build lots of warriors during early development ... when it should perhaps be focused on economy?

Perhaps an upper limit of 10 warriors per city? and to not cap the upper tier units? (so it could still spam axemen and horsemen)

...

I think a hard beeline for Mysticism would work, and really up the AI weights for Elder Councils, Libraries, and Sage Slots. post mysticism, they could go fishing or mining as necessary, and then sailing or bronzeworking as necessary. (or even horseback riding post-mysticism)

myst -> writing -> horsebackriding or myst -> horsebackriding could be useful for, say, hippus, kuriotates, maybe even some of the other civs (like dwarves and their boar riders, or orcs and their wolf riders)

although Myst -> Masonry is probably best for clan ... either Masonry, Mining, or Education post Mysticism (depending on situation)
 
AI still tends to build lots of warriors during early development ... when it should perhaps be focused on economy?

Perhaps an upper limit of 10 warriors per city?

The only time I see the AI warrior-spamming that much is if they settle next to a goblin fort. Do you happen to have the Aggressive AI option turned on?
 
ah ... I believe it was Aggressive AI :D ... guess that option is no longer needed with the AI changes anyways
 
had a non-aggressive AI game ... turned out pretty well :)

Bannor went on Crusade, built Chalid and Donal Lugh, and was using (not pillar of fire, but the other AOE spell) ... and basically wiped out the Svartalphar :D

Bannor used a lot of the Blind spell too (they did Radiant Guard spam) ... actually not a bad game from the bannor :D

it was kind a fun to kick back and watch the AI do its thing :P
 
Idea:
Have the AI pick religions that fit their flavor and make sense game wise, RoK, FoL and OO are picked way to often.
Also in a game i am playing atm Os-Gabella went for Order while the Lansos founded and converted to AV.
Also sometimes the IA switches religions at pure random, and very often.
I would hope to see something like what was done in WM.
 
Idea:
Have the AI pick religions that fit their flavor and make sense game wise, RoK, FoL and OO are picked way to often.
Also in a game i am playing atm Os-Gabella went for Order while the Lansos founded and converted to AV.
Also sometimes the IA switches religions at pure random, and very often.
I would hope to see something like what was done in WM.

The AI is heavily weighted to adopt their favorite religions, but it is also set up so that they don't automatically choose the same religion everytime and you'll end up with unusual situations like you describe above every once in a while.

It's definitely not random. Can you give a specific example of the AI switching religions often (or have a save game I can look at)? I was pretty confident that I had fixed that problem. Are you using version 1.61? (mouseover the flag in the upper left corner to see).
 
Hmm i can blame most of it on my immagination i guess.
What i noticed is, that the Sheaim will allways go FoL, they did it in every game i played so far and they allways failed.
Im un the newest version btw.
 
Code:
<SpellInfo>
    <Type>SPELL_RING_OF_FLAMES</Type>
       ...
    <iRange>1</iRange>
    <iDamage>15</iDamage>
    <iDamageLimit>40</iDamageLimit>
</SpellInfo>
iDamageLimit seemingly isn't checked for repeated/previous damage, but only the actual amout when casting - had a mage killed by repeated casting of "Ring Of Flames" by Ashen Veil ritualists.
Spell makes 22.6% damage on average, so you start seeing instant deaths with 3 Ritualists, with 5 they are certain.
=> this makes Ashen Veil cities/armies mostly unassailable ... as the unit is spammable and does not require mana and/or promotions to cast the spell.


religious choices
In the last 3 games the Calabim went for Ashen Veil and drove up the AC ... doesn't make any sense to me, as they're doing the whole vampire thing to live longer, not end themselves together with the whole world shortly.
One could argue that they fall to the temptation at times, but 3 times in a row?

Amalanchier (or however he's called) seems to be prone to choose CoE. (3x in a row, too)
Btw., I vaguely remember seeing some message in the ticker .. shouldn't Esus be completely hidden?


unit spam ...
Flauros (Calabim) went Ashen Veil and started spamming Ritualists and Diseased Corpses ... a very effective tactic because of the missing damage cap.

His victim where the Bannor, which still had 3 Warrriors per city after they had lost their higher-tier units (some Royal Guards and Demagogs) on turn 624 (epic game) and where completely unable to retaliate against the fire-ringed stacks of doom.

Illians got stuck with Hunters and Javelineers. (at least that's what he constantly attacked me with, after running over 1/3 of the map)

Hippos still had Warriors in their cities in turn 600+ ... attacked with chariots, though.

=> I guess they're spamming so many unit that they're ruining their research, or at least their ability to upgrade their units (Illians and Hippos sucked at research, although the later had quite some cities going).
And that depsite that the AI seems to get quite a bonus when it comes to unit upkeep.
=> Furthermore, all good part of those dozends and dozends of units just mill around aimlessly, only serving to increase turn times; each time I raided into Ai territory, the AI didn't use nearby units to attack me, but assembled a stack somewhere away and came over the map to expell me - a lone tiger without promotions (+20% STR from summoning, though) was pretty save in Calabim land for 10 turns or more, as all AI units which hadn't target it specifically seemed to go around it :eek: :rolleyes:


workers ...
Speaking of milling around aimlessly: workers are still stuck in the cycle of building mines/huts on hills ... destroying the AIs gold income that way.
I thought this was fixed long ago?
Or was I only dreaming? :crazyeye:


Malakim do get access to assassines
The do appear on the map, but the unit info on mouseover does not show a model.

... I have some more remarks, but will post them later .. have to leave now ...
 
Code:
<SpellInfo>
    <Type>SPELL_RING_OF_FLAMES</Type>
       ...
    <iRange>1</iRange>
    <iDamage>15</iDamage>
    <iDamageLimit>40</iDamageLimit>
</SpellInfo>
iDamageLimit seemingly isn't checked for repeated/previous damage, but only the actual amout when casting - had a mage killed by repeated casting of "Ring Of Flames" by Ashen Veil ritualists.

Someone must have attacked the Mage in question without you noticing. I just tested Ring of Flames with a half dozen Ritualists and after the target unit reached 40% damage my Ring of Flame spells were doing no damage at all.


Malakim do get access to assassines
The do appear on the map, but the unit info on mouseover does not show a model.

Interesting. Manual says that they can't build Assassins but I'm guessing the manual is out of date? I'll have to double-check on that. Thanks for the report!

Edit: I verified that Malakim have access to Assassins in FFH patch O, so I just have to figure out what's going on with the artwork.


I'll respond to the other concerns once I finish my morning coffee!
 
religious choices
In the last 3 games the Calabim went for Ashen Veil and drove up the AC ... doesn't make any sense to me, as they're doing the whole vampire thing to live longer, not end themselves together with the whole world shortly.
One could argue that they fall to the temptation at times, but 3 times in a row?

Amalanchier (or however he's called) seems to be prone to choose CoE. (3x in a row, too)

I checked the Leaderhead weights and Alexis has a small bonus towards taking Ashen Veil while the other two Calabim leaders are neutral about it (I just checked the stats in base FFH and the Calabim get much larger weights towards Ashen Veil than they do in this mod). Amelanchier is neutral about Esus.

Religion choice for the AI seems to be something that everyone has a different opinion on. Early on in this mod's development I had pulled in some changes to the Leaderheadinfos from other folks who had worked on it previously. My knowledge of FFH lore is minimal, so if someone with more insight wants to revamp the religion weights in the Leaderheadinfos file, I'd be up for incorporating those changes.

Btw., I vaguely remember seeing some message in the ticker .. shouldn't Esus be completely hidden?

I don't really know much about how Esus is supposed to function.

unit spam ...

It sounds like you have the Aggressive AI option turned on? If so, turn it off.

=> Furthermore, all good part of those dozends and dozends of units just mill around aimlessly, only serving to increase turn times;

Unit AI is something I am working on for the next release.


workers ...
Speaking of milling around aimlessly: workers are still stuck in the cycle of building mines/huts on hills ... destroying the AIs gold income that way.

I think I found a bug the other day that was causing workers to be more likely to replace existing improvements. I'll keep an eye on the workers as I continue testing.
 
Someone must have attacked the Mage in question without you noticing. I just tested Ring of Flames with a half dozen Ritualists and after the target unit reached 40% damage my Ring of Flame spells were doing no damage at all.
I'm pretty sure there where only corpses, vampires and ritualists, so no way the mage could have been targeted before all those others. I'll run some tests the other way 'round, with the AI doing the flaming. Maybe I can figure out what happened.

Btw., even if it IS working as designed, it seems rather unbalanced to me ... .


Interesting. Manual says that they (the Malakim) can't build Assassins but I'm guessing the manual is out of date? I'll have to double-check on that. Thanks for the report!
Edit: I verified that Malakim have access to Assassins in FFH patch O, so I just have to figure out what's going on with the artwork.
I checked the "o" patch change list, and it's bugfixes only, and no mentioning of the Malakim getting access to assassines.
http://forums.civfanatics.com/showpost.php?p=9518512&postcount=9732
Guess it's one of the newly introduced errors in "o".

It sounds like you have the Aggressive AI option turned on? If so, turn it off.
Nope, is off.
Never was set to on, as the AI behaves erratically enough for my liking.
What reminds me of my next point (didn't I promise there's more to come?):


AI declares war instead of asking for military access
In that last game, only the Bannor and the Calabim where left to me, on a peninsula, while I effectivly shielded them from the rest of the main continent.
Everyone got mad at Flauros when he went Ashen Veil and the AC started to soar, but instead of asking me for access to get to him, especially the Illians (no idea where on the map they acutally are - they had access through Hippus obviously), the Khazad (the same) and the Hippos themselves started declaring war on me presumably just because I was in the way ... (and I was good, and led the overcouncil...).
I tried giving them open borders, but they where all too pi*** *** to accept.

btw. - while the AI now usually uses 2 Triremes + 1 Galley with 2 fighting units + 1 settler to move around peninsulas or "foreign" territory to settle, I have yet to see any naval invasion ... and invading from the sea would have been the thing to do to stop the Calabim in that game.
 
warrior spam - 1 possible cause identified:

AI sends 3 warriors as an escort with any settler - and those warriors seem to stay in that newly build city, never to be touched (moved, upgraded) again. I have savegames which clearly show the first, and strong indication of the second. Isn't that difficult to test anyway, just hit "end turn" 50-100 times in a row, then start world builder ...

Possibly it even builds warriors for that purpose later in the game? That at least would explain where all those warriors come from in turn 600+ in an epic game.

I wonder, if it really builds those warriors, or somehow gets them (or some of them) for free? What seems like a sensible thing to do early in the game, to keep the AI from losing settlers vs. animals and barbs, turns against it in the midgame when the upkeep might eat up the gold needed for upgrades etc.
 
I can't install the patch. If I paste the path to the mod dir, install button is greyed out, if I use browse then I can't select the mod dir because the ok button is greyed out. Damn stupid installers, it would be so much easier if it was a simple zip file.

Edit: apparently it has to be directed to BTS dir instead of mod's
 
Religion choice for the AI seems to be something that everyone has a different opinion on. Early on in this mod's development I had pulled in some changes to the Leaderheadinfos from other folks who had worked on it previously. My knowledge of FFH lore is minimal, so if someone with more insight wants to revamp the religion weights in the Leaderheadinfos file, I'd be up for incorporating those changes.

I would like to see the Mercurians more inclined to declare war on the Infernals when they enter a game. I had a game where there was a Bannor/Mercurian team, Order, along with a Infernal/Sheaim, AV, alliance in place. It doesn't get any better than that from a lore perspective to see an epic war between the two factions. Instead, the Crusaders and Angels attacked me, the Grigori. Meanwhile, the evil ones went about thier business of turning the place into hell.
 
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