[MOD] More Naval AI

another save attached with the save problem, the hippus stack could take Mutambo but instead they wait too much, move back and forth some and allow them to bring reinforcements.

Luchuirp let some units alone to get murdered, some mud golems and catapults for example. then ( turn 125 + ) leave a good stack sitting south of Mutambo doing nothing for a while instead of helping in the war.

about turn 140, the Luchuirp attack Cornod Mor from the right, crossing a river instead of moving 1N where they wouldn't suffer the penalty.


2nd attachment, the hippus/balseraph stack stays on the deer tile instead of going around pillaging. Luchuirp AI should be less willing to use Barnaxus for suicide attacks.
 

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try autoplaying this, the doviello build a worker right now but they go mysticism+mining before they get agriculture ( worker stays idle for about 50+ turns ), and they found on gold so they can't even get that one :D also they waste troops attacking elephants.

also Luchuirp AI casts worldspell too early, about turn 5.
 

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turn 5 isn't actually that bad for the Luchuirp worldspell ... but if they are going to want an early GE, might be better to go at turn 0 eh? ;P

(or whenever their city is first founded)

otherwise, I'd prefer the AI to wait until at least 3 cities before popping it off.

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Founding on Gold isn't so bad if all u want is the happiness, but I certainly agree that if you are teching mining early, its best to be able to work the tile (for the nice commerce).

if Doviello go mysticism first, then don't build a worker (go warrior-warrior or something).

If Doviello want to build a worker, cannot go mysticism first (must get at least agriculture)

also, no reason for either worker or agriculture if surrounded by forests .... but warrior-warrior-worker might work if you beeline Mining.

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once you have clear and arable land (ie riverside grassland) you will want agriculture + 1 available worker asap.

once you have arable land covered in forests, and mining, you will want agriculture + a worker

once you have arable land covered in jungle and bronzeworking, you will want agriculture + a worker.

If you are running aristocracy, you will want Sanitation as soon as possible (secondary priority, below anything of primary importance, but above everything else)

For the AI: If aristocracy, MUST run agrarianism. (both should have pretty high AI weights as well, I should think)
 
[deleted by user: reason- wrong thread]
 
Lucian's AI is definitely suicidal, he very often dies early attacking animals. also AI should be more wary of lair exploration early, they can get wiped out by nasty azers etc.
 
I didn't know it o.O
 
barb wolfrider pillaged my rice farm and I've lost cultural control on the tile, killed him but it's still gone. I'm not using advanced tactics.

edit: some turns later it went back to normal
 
[to_xp]Gekko;11899334 said:
barb wolfrider pillaged my rice farm and I've lost cultural control on the tile, killed him but it's still gone. I'm not using advanced tactics.

edit: some turns later it went back to normal

I've seen this bug a lot.

If your city doesn't produce culture ... it NEVER goes away :(

(tis a bug in the system, a relic of having Adv tactics as a gameoption I think)

(I wasn't using Adv tactics when it happened to me either)
 
Thanks for the modmod, it is really nice. however it crashed on me.

Played one game until t222, no problem technically, but the AI kicked my butt.

Tried again, and the game crashed on t182. Now when I load FFH the main screen comes up but load game/play game crash about when they see to finish loading.

View attachment 333216

Any suggestions appreciated.
 
Fibonacci sequence must have broken the code ;)


but srsly, at least for the in-game crashes, likely had something to do with Nox Noctis ... but if its crashing on the load-game/play-game ... I have no idea why that would happen :(
 
I don't think that AI players should be able to request that you make peace with another player if you are set as being in a permanent state of war against him. This allows you to get around the normal restriction, and can really break some custom scenarios.
 
I noticed when playing the Wages of sin scenario that combats odds do not show the bonuses Bless, Paramanders and Monks have against demons (I guess all bonuses against demons). It does seem to work, but before I started counting I thought the mechanics was broken.
 
I noticed when playing the Wages of sin scenario that combats odds do not show the bonuses Bless, Paramanders and Monks have against demons (I guess all bonuses against demons). It does seem to work, but before I started counting I thought the mechanics was broken.

The bonus from stigmata does not seem to show up either. Playing an Infernal game now, AC is at 100 and about 3/4 of my units were built with stigmata, but no bonus shown. Not sure if it's being applied properly and not shown, or not applied at all.
 
I was surprised and pleased to see that Auric turned out to be the primary AI force in my current game, hitting a few early conquests and really getting rolling. He was working through all his rituals, aiming for getting his big badness ascended (which I was looking forward to having Meshabber of Dis eat). Trouble is, after finishing The Draw, he's locked in eternal war, and thus the AI refuses to build anything except military units. I've gone so far as to fully improve all his cities for him in the world builder, and give him a large military the same way to see if he'll ascend, but still nothing except more food for my demons is coming out of his cities.

So my question is: can an Illian AI player EVER bring back his god? Or is he forever doomed to wander Erebus alone?

P.S. If the Illians are revisited a bit for this mod, could Auric Ascended get a little of a buff? Considering the effort involved in bringing him in, he's a bit of a squishy little teddy bear as it stands. Alternately/additionally, changing The Draw from a permanent state of war to a large-ish diplomacy hit to all civs (maybe except the Doviello) might be nice.
 
If every unit has an inherent withdrawal chance ... does said chance cancel each other out? Also, what is the precise value for this inherent chance, or does it depend on the unit.

It's a flat +10% to all units (except objects). Not sure what you mean by cancel out. I dont think withdrawal works like that.

I'm playing with the advanced combat option for the first time, and I've come across a few bits weirdness with great commanders. It appears that I can only build one command post? Or are there perhaps two types of commanders, one from combat, one from GPP's or techs?

Great Generals are specific to Advanced Tactics and are received from combat. They cannot build anything.

I didn't think about using them to get discount upgrades for everyone. Though since you're limited to 1 per turn, I'm not sure it's a major issue.

Finally, when a commander is split off of a unit to join a different one, the original unit's graphics still display the commander tagging along.

Known issue.

[to_xp]Gekko;11889459 said:
are the "no AI building reqs" and "no AI minimum level" gameoptions still recommended or does the AI understand those mechanics well enough nowadays? :)

The AI should understand them well enough. I've done a little work recently on making the AI better at creating buildings for making units.

A curious upshot is a unit can be led by both simultaneously, giving +2 strength, +1 xp per combat, +50% xp in combat, and -50% upgrade costs. Perhaps this is intentional?

Another trick that didn't occur to me. I think that's fine.

[to_xp]Gekko;11891681 said:
I've noticed more naval AI places a scorpion clan archer with lairguardian AI on goblin forts at game starts. it doesn't check if there's already one on the tile though, so on a scenario with goblin forts already guarded you end up with 2 goblin archers.

OK. I'll look into it.

how does the animal AI handle guarding lairs btw? it seems like bears don't protect them while lions do...

I haven't noticed any difference myself but I'll keep an eye out.

THIS IS AWESOME!!!

as far as mod-ability goes, the ability to make unique CIVICS*** for nations would be pretty frikken awesome. :)

There is already a <PrereqCivilization> tag in CivicInfos for FFH2.

[to_xp]Gekko;11893721 said:
another save attached

Thanks for all the save games. I'll try and take a look at them soon.

[to_xp]Gekko;11898970 said:
Gibbon Goetia doesn't abandon player after switch to AV. known bug?

First I've heard of it. I'll add it to the list.

[to_xp]Gekko;11899334 said:
barb wolfrider pillaged my rice farm and I've lost cultural control on the tile, killed him but it's still gone. I'm not using advanced tactics.

I've seen this bug a lot.

If your city doesn't produce culture ... it NEVER goes away :(

Hmmm... OK. I must have mucked up something in the code there. I'll look into it.


Thanks for the modmod, it is really nice. however it crashed on me.

Thanks for the save. I'm out of town this weekend, but I'll try to look into it next week sometime.

I don't think that AI players should be able to request that you make peace with another player if you are set as being in a permanent state of war against him.

Fair enough. AI diplomacy is not something I'm overly familiar with, but I'll see what I can do.

I noticed when playing the Wages of sin scenario that combats odds do not show the bonuses Bless, Paramanders and Monks have against demons (I guess all bonuses against demons). It does seem to work, but before I started counting I thought the mechanics was broken.

The bonus from stigmata does not seem to show up either. Playing an Infernal game now, AC is at 100 and about 3/4 of my units were built with stigmata, but no bonus shown. Not sure if it's being applied properly and not shown, or not applied at all.

None of the FFH specific stuff is reflected properly in the display of the actual combat odds. I've tried messing with it a bit but there's something about it I'm not quite understanding. Known issue.

So my question is: can an Illian AI player EVER bring back his god?

I've seen it happen, though this was quite a while back. Did the Illians have Omniscience?
 
thanx for the answer Tholal! forget about that thing about animal lairguarding behaviour btw, I think I understand how it works. animals spawned by dens are set to lairguarding AI, while the animal who creates the den is still animal AI so it keeps wondering around. makes sense I guess :D
 
There is already a <PrereqCivilization> tag in CivicInfos for FFH2.

Not the same thing at all.

Its like creating a whole extra unit class just to create a Unique Unit.

If I was going to have every civ (or even just many civs) to have a unique civic, using the EXISTING functionality? There would be as many as 21 'extra' civics just lying around taking up space. This would be both annoying and aesthetically displeasing.

Not only that, but I doubt that the AI could handle it other than 'brute force' AI weights. I mean ... what if Elohim and Kuriotates had a better version of Republic? Auric Ulvin a better version of Godking, Bannor a better version of Military State, Sheaim a better version of Sacrifice the Weak ... the list can go on and on.

The point is, with UCs, there is a literal TREASURE TROVE of new moddability, for without UCs, extra civics will just be cluttered and ugly.

At least this is my humble opinion ;)
 
It's a flat +10% to all units (except objects). Not sure what you mean by cancel out. I dont think withdrawal works like that.

Yea I think you are correct. Now that I think of it, I do not believe that "withdrawal" comes into effect until they are 'losing' the battle (perhaps by a certain ratio, I'm not certain ... possibly even by an HP threshold but I doubt it, especially considering the possibility of both units having very low HP left near the end of the battle)

Therefore if two units have 10% withdrawal, both units would have a 10% chance during each round of combat that they were 'losing'*

*losing as defined by the code, perhaps by some HP:HP ratio that was decided as early as CivIV pre-release and unchanged since as late as the last official patch (3.19) of Beyond the Sword.

Hmmm... OK. I must have mucked up something in the code there. I'll look into it.

You have my thanks.

To clarify the issue, it seems that the lost tiles (due to barbarians) can be re-gained if the city is producing culture. Imo, the faster the city is producing culture the faster the terrain will be repatriated.

It also seems like *only* barbarians produce this effect. I have not seen it happen during wars with the AI.
 
I've seen it happen, though this was quite a while back. Did the Illians have Omniscience?

Thanks, I'll toy with them a while longer, see what happens. They definitely have Omniscience. Maybe I'll let them take a few cities, make them feel better about themselves. :)
 
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