While we wait for the new expansion (BtS), I thought I could mess with the latest BetterAI version (Warlords version only for now). It's far from completion but I already modified a few things and I will probably upload the DLL soon (this evening or tomorrow I think).
It's not at all an 'official' betterAI version, right now it's just an evolution of the latest BetterAI to something more warlike.
The idea is also to make the AI more human-like with things like :
- war declarations depending more on opportunities (closeness, city values) and a bit less on official attitudes
- being more conscious of who is about to win and what they can do about it
- more generally trying a bit more to win and a bit less to roleplay
Many people complained about the AI passivity in the latest builds, I fixed that and there are now many more wars.
The things I changed in this version :
*) bug fixes :
- minor bug where 'limited wars' were evaluated incorrectly (they used a 'total war' percentage instead)
- possible wars were not analyzed when the AI found no target for another kind of war
- corrected the way distances were evaluated in CvTeamAI::AI_calculateCapitalProximity according to Nacht's finding (kudos to him !) : this bug was making distant civ much more attractive as war targets.
- debug (chipotle) : several bugs in the war chances displayed with 'Alt'.
*) changes :
- more total wars now, especially when enough units are available
- many more dogpile wars : dogpile wars are now evaluated first, so they're now preferred over total wars
- slightly more limited wars
- 'attitude' weight reduced in deciding who AI should attack. A real player doesn't attack only if relations are 'furious', especially when there are better opportunities closer to him.
- 'closeness' weight greatly increased in deciding who AI should attack. With naval invasions still a bit difficult for the AI, it's often much smarter to attack a closer neighbour. It's also much quicker and better for finances.
- debug (chipotle) : added war chances 1st check (often very high) in the things displayed. Ignore this number.
*) known issues left (which were already in BetterAI latest official version) :
- sometimes an AI decides to attack and the war won't start even dozens of turns later. It's due to the impossibility to reach the chosen enemy to start the sneak attack. I'll try to fix this one soon, but it's probably hard.
The next things :
- continuing to tweak the agression level, depending on feedback
- giving the ability to start more than one war at a time when the first war will clearly be won.
- understanding other parts of the war code, including the 'ask for peace' code and the units evaluation (which decides partly total war chances), to see if I improve something.
- bug fixes
- thinking about giving goals like diplo and domination victory
- further AI vs AI testing (automating that too ?)
EDIT : Ok folks here is the first version. It's really in alpha stage, but the agression level should be much better
http://forums.civfanatics.com/uploads/99614/BetterAI_Warlords_Asserts_Unofficial_07-06-04.zip
Feel free to comment, give other ideas or remind me of other bugs in the latest BetterAI official version.
Many thanks to Firaxis for this great game and to Blake and Iustus for their awesome work on the AI.
It's not at all an 'official' betterAI version, right now it's just an evolution of the latest BetterAI to something more warlike.
The idea is also to make the AI more human-like with things like :
- war declarations depending more on opportunities (closeness, city values) and a bit less on official attitudes
- being more conscious of who is about to win and what they can do about it
- more generally trying a bit more to win and a bit less to roleplay
Many people complained about the AI passivity in the latest builds, I fixed that and there are now many more wars.
The things I changed in this version :
*) bug fixes :
- minor bug where 'limited wars' were evaluated incorrectly (they used a 'total war' percentage instead)
- possible wars were not analyzed when the AI found no target for another kind of war
- corrected the way distances were evaluated in CvTeamAI::AI_calculateCapitalProximity according to Nacht's finding (kudos to him !) : this bug was making distant civ much more attractive as war targets.
- debug (chipotle) : several bugs in the war chances displayed with 'Alt'.
*) changes :
- more total wars now, especially when enough units are available
- many more dogpile wars : dogpile wars are now evaluated first, so they're now preferred over total wars
- slightly more limited wars
- 'attitude' weight reduced in deciding who AI should attack. A real player doesn't attack only if relations are 'furious', especially when there are better opportunities closer to him.
- 'closeness' weight greatly increased in deciding who AI should attack. With naval invasions still a bit difficult for the AI, it's often much smarter to attack a closer neighbour. It's also much quicker and better for finances.
- debug (chipotle) : added war chances 1st check (often very high) in the things displayed. Ignore this number.
*) known issues left (which were already in BetterAI latest official version) :
- sometimes an AI decides to attack and the war won't start even dozens of turns later. It's due to the impossibility to reach the chosen enemy to start the sneak attack. I'll try to fix this one soon, but it's probably hard.
The next things :
- continuing to tweak the agression level, depending on feedback
- giving the ability to start more than one war at a time when the first war will clearly be won.
- understanding other parts of the war code, including the 'ask for peace' code and the units evaluation (which decides partly total war chances), to see if I improve something.
- bug fixes
- thinking about giving goals like diplo and domination victory
- further AI vs AI testing (automating that too ?)
EDIT : Ok folks here is the first version. It's really in alpha stage, but the agression level should be much better
http://forums.civfanatics.com/uploads/99614/BetterAI_Warlords_Asserts_Unofficial_07-06-04.zip
Feel free to comment, give other ideas or remind me of other bugs in the latest BetterAI official version.
Many thanks to Firaxis for this great game and to Blake and Iustus for their awesome work on the AI.