New AI Minimod ==PROOF OF CONCEPT==
So,
you've got about 12 hours to go until the launch of fire and you don't know what to do with yourself? I've got an answer: play with this!
Is this really a new AI? Hell no. I've hardly changed a thing. I've very carefully touched the bestTech function (the function the AI uses to decide what to research next), and most of my work consisted of changing XML files. I've added eight new flavors and I've given all leaders, techs, buildings, and units flavors where appropriate. Generally my aim was that the Calabim should actually beeline for Feudalism and build Vampires, that the Luchuirp should beeline for Construction and build sculptor's studios and build golems etc. Also, a minor goal was to get a little bit of roleplaying "realism"; for instance, the elves are more likely to go down the archery or recon line now. Finally, I've told the AI not to research magic related things for now. I know, the AI DOES use magic, but my argument is that it doesn't do so in a satisfactory way. Essentially, the AI still handicaps itself by investing bulbs and hammers into magic-related things. I've not disabled the techs, but I've put heavy negative weights on them.
The result is, to me at least, a much more competitive AI. Whereas I'd normally win on Emperor without much trouble, I'm now hard-pressed to survive a Monarch game beyond year 150 (unless the AI really likes me ;P).
I've called this a proof of concept because I consider none of this final. I'm not a good coder, and I'm not a patient planner either, so I've hardly touched the source code and I'm sure my XML modifications are clumsy, to say the least. I'm not proposing that anything in this is actually taken into FfH. All I'm trying to show is, here, this is how it could feel like if the AI performed just a LITTLE better. I'm trying to proof that there's a real need for improvements to the AI (and, well, I've convinced myself: it's a hundred times more fun to play like this to me)
Here's the file:
FfHBetterAI004.rar
It contains:
an xml folder with lots of changed stuff
a CvGameCore.dll (for some reason, I get a bigger .dll than the one that comes with FfH. I swear I didn't put anything nasty inside; I did leave my debug statements in there, so if you notice a significant slowdown, make sure you've turned off logging in your ini. I never noticed any slowdown, but you never know) (I guess you can do without this; the changes in here are minimal and the changes in the xml depend in no way on the changed .dll)
an FfH Editor.xls (this is the Excel file I've been using with the new flavors, in case you want to experiment some more. You'll need to copy it into your main Fall From Heaven 2 016 folder, but do make a backup of the original. I've also prettified the VB in some of the sheets (where there wasn't too much ;P). I don't know who had the idea to put a ' into every empty line, but it looks butt-ugly. Also, there's no law against indenting VB ;P)
Make backups of everything you overwrite and then play a game against the AI on your usual difficulty. I'd love to hear how it went.
(I do realize the silly timing; after Fire comes out I don't expect anyone to play with this, but I'll be working on porting my changes to fire as well)
Hi,
yesterday, out of sheer boredom, a friend and I tried to play a game vs 2 AI. We played on Emperor level because that's normally the best we can manage. Also, recently we've started playing without barbarians again because the phase in the beginning of the game where essentially you spend your entire time fighting back barbarians and rebuilding improvements they pillaged bored us a lot. (This wasn't the only reason why we decided to play without barbs: in an earlier game vs 2 immortal AI with raging barbs on, one of the two AI died to barbs halfway through the game; very, VERY unsatisfying to play) (btw, is there a way to open a multiplayer game in the world editor to undo little annoying things like that when they happen?). We tore the AI to pieces so easily it wasn't even funny. Sure they had lots and lots and LOTS of units, but by the time we hit axemen (slash swordsmen since I was playing Ljosafar) they had NOTHING on us. They kept crowding us with countless warriors (even though they most certainly did have copper) and we leveled our axemen and then proceeded to steamroll their respective countries in no time at all. There was a sort of a challenge to survive early on, but by the time we hit axemen and they just DIDN'T build axemen, it became a travesty.
So I decided to have a look at our performance of one of us vs 1 AI on Emperor. My friend lost three games, but that was probably due to bad placement and other bad luck, and I got kinda stuck in one game because I was having so much fun, but won that game very easily. In that game I noticed the same thing again: the AI had copper, and they WERE running around with crossbowmen and stonewardens, but still, three of their four expansions were guarded only by a number of WARRIORS. By that time I had Rangers and assassins, so really warriors didn't mean anything anymore.
How DOES the AI decide what troops to build? Do they always go for the highest strength unit available? Do they make sure to connect expansions to the capital so they can build the fancy units in their expansions too? I would really like to understand WHY the AI performs so badly in this mod.
Also, maybe our playing without barbs affected the AI's performance? Then again, I have played a number of games with raging barbs and aggressive AI on Emperor where the AI was wiped out by barbs, and that's just no fun at all.
I would also like to know what settings everyone plays at and how challenging they find their games.
I keep thinking if there's something that could be done about barbs that would make them a little less annoying (to ME; I'm very much aware of the fact that this is personal bias and probably not shared by anyone else since from what I'm hearing everyone seems to be enjoying the barbs just fine) and maybe Fire's introducing of the Doviello mechanic for all civs (as hinted at by Kael in another thread; everyone will get to build *weak* axemen without copper and have them upgrade with access to the metal) will help already. Generally I do enjoy hunting barbs for xp, but when it becomes a question of micromanaging my high-level warriors so that I lose the smallest number of improvements per turn, it becomes really tiresome.
But now I'm rambling
So,
you've got about 12 hours to go until the launch of fire and you don't know what to do with yourself? I've got an answer: play with this!
Is this really a new AI? Hell no. I've hardly changed a thing. I've very carefully touched the bestTech function (the function the AI uses to decide what to research next), and most of my work consisted of changing XML files. I've added eight new flavors and I've given all leaders, techs, buildings, and units flavors where appropriate. Generally my aim was that the Calabim should actually beeline for Feudalism and build Vampires, that the Luchuirp should beeline for Construction and build sculptor's studios and build golems etc. Also, a minor goal was to get a little bit of roleplaying "realism"; for instance, the elves are more likely to go down the archery or recon line now. Finally, I've told the AI not to research magic related things for now. I know, the AI DOES use magic, but my argument is that it doesn't do so in a satisfactory way. Essentially, the AI still handicaps itself by investing bulbs and hammers into magic-related things. I've not disabled the techs, but I've put heavy negative weights on them.
The result is, to me at least, a much more competitive AI. Whereas I'd normally win on Emperor without much trouble, I'm now hard-pressed to survive a Monarch game beyond year 150 (unless the AI really likes me ;P).
I've called this a proof of concept because I consider none of this final. I'm not a good coder, and I'm not a patient planner either, so I've hardly touched the source code and I'm sure my XML modifications are clumsy, to say the least. I'm not proposing that anything in this is actually taken into FfH. All I'm trying to show is, here, this is how it could feel like if the AI performed just a LITTLE better. I'm trying to proof that there's a real need for improvements to the AI (and, well, I've convinced myself: it's a hundred times more fun to play like this to me)
Here's the file:
FfHBetterAI004.rar
It contains:
an xml folder with lots of changed stuff
a CvGameCore.dll (for some reason, I get a bigger .dll than the one that comes with FfH. I swear I didn't put anything nasty inside; I did leave my debug statements in there, so if you notice a significant slowdown, make sure you've turned off logging in your ini. I never noticed any slowdown, but you never know) (I guess you can do without this; the changes in here are minimal and the changes in the xml depend in no way on the changed .dll)
an FfH Editor.xls (this is the Excel file I've been using with the new flavors, in case you want to experiment some more. You'll need to copy it into your main Fall From Heaven 2 016 folder, but do make a backup of the original. I've also prettified the VB in some of the sheets (where there wasn't too much ;P). I don't know who had the idea to put a ' into every empty line, but it looks butt-ugly. Also, there's no law against indenting VB ;P)
Make backups of everything you overwrite and then play a game against the AI on your usual difficulty. I'd love to hear how it went.
(I do realize the silly timing; after Fire comes out I don't expect anyone to play with this, but I'll be working on porting my changes to fire as well)
Spoiler :
Hi,
yesterday, out of sheer boredom, a friend and I tried to play a game vs 2 AI. We played on Emperor level because that's normally the best we can manage. Also, recently we've started playing without barbarians again because the phase in the beginning of the game where essentially you spend your entire time fighting back barbarians and rebuilding improvements they pillaged bored us a lot. (This wasn't the only reason why we decided to play without barbs: in an earlier game vs 2 immortal AI with raging barbs on, one of the two AI died to barbs halfway through the game; very, VERY unsatisfying to play) (btw, is there a way to open a multiplayer game in the world editor to undo little annoying things like that when they happen?). We tore the AI to pieces so easily it wasn't even funny. Sure they had lots and lots and LOTS of units, but by the time we hit axemen (slash swordsmen since I was playing Ljosafar) they had NOTHING on us. They kept crowding us with countless warriors (even though they most certainly did have copper) and we leveled our axemen and then proceeded to steamroll their respective countries in no time at all. There was a sort of a challenge to survive early on, but by the time we hit axemen and they just DIDN'T build axemen, it became a travesty.
So I decided to have a look at our performance of one of us vs 1 AI on Emperor. My friend lost three games, but that was probably due to bad placement and other bad luck, and I got kinda stuck in one game because I was having so much fun, but won that game very easily. In that game I noticed the same thing again: the AI had copper, and they WERE running around with crossbowmen and stonewardens, but still, three of their four expansions were guarded only by a number of WARRIORS. By that time I had Rangers and assassins, so really warriors didn't mean anything anymore.
How DOES the AI decide what troops to build? Do they always go for the highest strength unit available? Do they make sure to connect expansions to the capital so they can build the fancy units in their expansions too? I would really like to understand WHY the AI performs so badly in this mod.
Also, maybe our playing without barbs affected the AI's performance? Then again, I have played a number of games with raging barbs and aggressive AI on Emperor where the AI was wiped out by barbs, and that's just no fun at all.
I would also like to know what settings everyone plays at and how challenging they find their games.
I keep thinking if there's something that could be done about barbs that would make them a little less annoying (to ME; I'm very much aware of the fact that this is personal bias and probably not shared by anyone else since from what I'm hearing everyone seems to be enjoying the barbs just fine) and maybe Fire's introducing of the Doviello mechanic for all civs (as hinted at by Kael in another thread; everyone will get to build *weak* axemen without copper and have them upgrade with access to the metal) will help already. Generally I do enjoy hunting barbs for xp, but when it becomes a question of micromanaging my high-level warriors so that I lose the smallest number of improvements per turn, it becomes really tiresome.
But now I'm rambling
