Quick Questions , Quick Answers

how to enable the AI to become smart and capture cities? AI mostly has troops pillaging but rarely captures cities

This would need review of anything, that can have flavors (only 30 have them out of 175 for example), ipower and iasset tags.
AI uses those to judge stuff.
That's a deeper problem than anything that can be addressed in the XML. There are flaws in the way units are commanded that will take some years to address by a strong programmer.
 
This would need review of anything, that can have flavors (only 30 have them out of 175 for example), ipower and iasset tags.
AI uses those to judge stuff.
You can't make AI conquer cities by messing with iAssets, iPower and flavour tags... lol.
It's an AI code issue, not an xml issue. iAssets and iPower don't really affect AI behaviour much at all.
 
You can't make AI conquer cities by messing with iAssets, iPower and flavour tags... lol.
It's an AI code issue, not an xml issue. iAssets and iPower don't really affect AI behaviour much at all.

when the war started, AI had rifleman (about 25-30 tech ahead of me). he took one city and milled around sending single troop raiders , trying to take my forts
i had more cities so swarmed with swordsman and arsonist and slowly took out his fringe cities (thus getting more techs) .... i have a vasal who was again 10-15 tech ahead of me.

after taking 4 cities and selling the captured techs to my vasal, i am still behind tech from AI. still he does nothing except sending high power raiders to pillage the improvements
 
Well this is something you really should expect when playing with Unlimited On.

It's a trade off from not playing with Limited. This is also what ruined the Arsonist. Players using Unlimited and then abusing them when they were Clearly and emphatically stated they were meant to be used with Limits when designed.

But we do give you Options and Choices. Play tough (Limits On) or play relaxed (Unlimited). When you played relaxed (Unlimited) you will get exploits like this. If we nerf them for Unlimited usage then they become worthless for those that choose to play with Limits On. Can't have it both ways you know. You did choose the easy path my friend. ;)
It sounds like the cumulative cost penalties for each of these special units might not be big enough ? That would hopefully scale better than a hard limit !
 
Great mod. Loving every bit of it and thank you for developing it! Is the combat mod still wip? Regarding equipment.
 
how about smart AI who attacks back

Gee, what a good idea. Why haven't I thought of that?

On a less sarcastic note, I've had both barbarians and civilizations attack my cities, albeit incompetently. There was one game where the AI unexpectedly invaded during prehistoric era, with plenty of land between our borders. I wasn't prepped, so I lost 2 of 3 cities (razed), but pushed them back and resettled.
 
how about smart AI who attacks back
Sounds like billw2015 did not finish his AI work. And since he has stopped active modding….who knows if or when this will be addressed. He had the Know how and the right skillset for this. Maybe alberts2 can fix this? If he can find the RL time and energy to do so. Maybe Toffer if motivated. But this is an unknown too. Otherwise?????

Sidenote: I believe from my limited play style (basic set of game set up Options) that part of this problem is the game set up Options used and being pushed as "Recommended". Players imhpo Need to try out all options in various sets on faster GS ( less turns than Marathon's 8,000 turns) to learn what works Best for Them. Snail, Eon, and Eternity Game Speeds (12K, 16k and 20k turns) totally warp the game's mechanics imhpo from 10+ years of playing and now modding this Mod.
 
Sounds like billw2015 did not finish his AI work. And since he has stopped active modding….who knows if or when this will be addressed. He had the Know how and the right skillset for this. Maybe alberts2 can fix this? If he can find the RL time and energy to do so. Maybe Toffer if motivated. But this is an unknown too. Otherwise?????
I can and will. If I don't catch Covid and die here. Eventually. To me, there's no point to mastering the AI until we have a stronger reviewed unit stat structure and as a result know HOW they should fight and why. It's all part of the path of fixing our AI problems.

AI is not a simple thing to work on, particularly at the level that we need to address this thing.
 
I can and will. If I don't catch Covid and die here. Eventually. To me, there's no point to mastering the AI until we have a stronger reviewed unit stat structure and as a result know HOW they should fight and why. It's all part of the path of fixing our AI problems.

AI is not a simple thing to work on, particularly at the level that we need to address this thing.
T-brd 1st and foremost is you and yours health. Please make sure you are getting enough zinc in your diet. Zinc and Potassium are essential minerals for the Immune system. Even if you have to buy supplements to get the needed amounts in your diet is well worth it. Most people need 12-18 mg of zinc a day. Also since we just came out of winter and most of us do not get enough sunshine vitamin D3 and K2 (M-7) are also essential in maintaining a healthy immune system and digestive tract. Potassium is essential for many things the body needs. If you have ever been awakened during the night with Any kind of leg or foot cramps then you are short on Potassium. I had to search hard to find out why I was having them myself. I take potassium and magnesium Citrate now and they have subsided. Also changing my diet to reduce processed carbs and add more vegetable like Brussel sprouts (one of the best sources for potassium, which is way better than bananas could ever be).

You make sure you are getting these essential minerals and vitamins and you will be in better shape to resist the "virus". The digestive tract is key as well. Get your gut healthy and you will be stronger in resisting many health issues we face today.

As for the mod and the AI, all in due time even with player pressure to improve. ;)
 
Why don't make new "barbarian" civs stronger? They are almost useless for now, emerging without techs and with just a few weak units. They have no chances to become something big and challengeable, even if there are no other civs near them. New barbarian units spawn is based on the almost-world-best technologies (horde of hostile musketeers near middleaged city of small civ? no problems!), so why don't make new civs emerging in the same way?
 
Why don't make new "barbarian" civs stronger? They are almost useless for now, emerging without techs and with just a few weak units. They have no chances to become something big and challengeable, even if there are no other civs near them. New barbarian units spawn is based on the almost-world-best technologies (horde of hostile musketeers near middleaged city of small civ? no problems!), so why don't make new civs emerging in the same way?
One problem newly spawned nations have is that they start with the base civics and immediately change to their leader's preferred available civics. This means 10's to 1000's of turns of anarchy. As I have often said all new nations, spawned and new colonies, should get a two turn golden age so they can do the changes and have a hope of surviving the barbarians and criminals. Note this is not the same as the normal golden ages. It is the same mechanism as Druid and Aztec religions provide from sacrificing units when running Human Sacrifice.
 
One problem newly spawned nations have is that they start with the base civics and immediately change to their leader's preferred available civics. This means 10's to 1000's of turns of anarchy. As I have often said all new nations, spawned and new colonies, should get a two turn golden age so they can do the changes and have a hope of surviving the barbarians and criminals. Note this is not the same as the normal golden ages. It is the same mechanism as Druid and Aztec religions provide from sacrificing units when running Human Sacrifice.
Wouldn't be hard in the python of all this to initiate a golden age in the process. It's a good idea.
 
Wouldn't be hard in the python of all this to initiate a golden age in the process. It's a good idea.
If it was I would have ;). Although I have learnt much since I last looked at it. I may have found out one way. A colony being made is the same function/event as a vassal but the colony is happy towards the nation creating it whereas the vassal isn't as much. Not sure about new spawn nations.
 
If it was I would have ;). Although I have learnt much since I last looked at it. I may have found out one way. A colony being made is the same function/event as a vassal but the colony is happy towards the nation creating it whereas the vassal isn't as much. Not sure about new spawn nations.
The event that spawns the new civ is in python. So just call to start a golden age for it as soon as it is defined. I don't remember the actual call for that but I remember it is exposed to python, as is a function that allows you to specify a % of normal duration golden age that I made and exposed to python a few years ago. Would just have to look through the py cpp files in the sources to find it. I can do that later.
 
The event that spawns the new civ is in python. So just call to start a golden age for it as soon as it is defined. I don't remember the actual call for that but I remember it is exposed to python, as is a function that allows you to specify a % of normal duration golden age that I made and exposed to python a few years ago. Would just have to look through the py cpp files in the sources to find it. I can do that later.
The one I normally use is an actual number of turns, I think. The Human Sacrifice stuff is a bit more convoluted than it needs to be and should be tidied up. It is on my list;)
 
which language is used for coding the AI? guess i can use the lockdown to start learning that
 
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