Speaking of FearSunn's mods like Airpower AI Fix, what is your opinion of his Adaptive Difficulty? Complements or conflicts (i.e. imbalances) with Real Strategy?
Alright thanks. I will use RST after this game ends. I don't think I can remove Airpower Fix from a save. I am going to get rid of it anyways, since Firaxis is buffing AI air when Gathering Storm comes out.Don’t use Airpower Fix, it will break balance. AI builds aerodromes and planes with RST.
You can use Diplomacy mods, RST doesn't change anything here.
What mod are you referring to "AD"?Downloaded it and took a quick look. There are just Lua scripts, so technically they are compatible.
The philosophy is of course totally different, I would say opposite. AD just gives more bonuses to AI, including free units and yields. I understand that there is some logic behind it related to diplomacy. So, it doesn't fix or improve AI, just makes the game more difficult by giving even more free bonuses to AI.
You can remove Airpower Fix from a save, but it is a bit tricky. You need to set the flag AffectsSaveFiles in .modinfo to 0, load a savefile and save it again. The mod will no longer be stored in the savefile, so then you can disable it and load a game without it. This trick is only possible because, in fact, Airpower Fix doesn't affect savefiles. If you do that with the mod that actually does affect - the game will either won't start or crash.Alright thanks. I will use RST after this game ends. I don't think I can remove Airpower Fix from a save. I am going to get rid of it anyways, since Firaxis is buffing AI air when Gathering Storm comes out.
Adaptive Difficulty, from @Laurana Kanan's post.What mod are you referring to "AD"?
I will give that a change. I want to see how Airpower Fix works, I am towards the late game, turn 320. So I will finish this game. I want to see your mod work from the start to finish. Thanks for help!You can remove Airpower Fix from a save, but it is a bit tricky. You need to set the flag AffectsSaveFiles in .modinfo to 0, load a savefile and save it again. The mod will no longer be stored in the savefile, so then you can disable it and load a game without it. This trick is only possible because, in fact, Airpower Fix doesn't affect savefiles. If you do that with the mod that actually does affect - the game will either won't start or crash.
This mod doesn't give anything. Meaning: nothing more than it is given by default.I am reading this part, "e.g. it doesn't know anything about another civ until it's met. This mod doesn't give AI anything for free (no units, no boosts, yields, etc.)"
Does this mean on the higher difficulties the AI won't get those extra units, gold, resource or science boost? Or are you referring to something I am quite not aware the AI does in the game?
You will see a lot of biplanes and fighters circling around, and being moved from city to city. You will see bombers stationed in aerodromes or cities if you are determined to wait so long. If you are very lucky and AI will start a war with it might even bomb your city.I will give that a change. I want to see how Airpower Fix works, I am towards the late game, turn 320. So I will finish this game. I want to see your mod work from the start to finish. Thanks for help!
So is that better ? wouldn't you be in that situation at turn 60 in a normal game with the same setting ?Ok, this is my first game with this on: it is turn 80 and I am already steam rolled 2 my neighbours (Aztec and Egypt) with little resistance. I've just met Georgia across the sea and find their city at 18 strenght. This rised some questions on how much ahead I am. Looking at the players stats logs and surprise surprise I am already the dominant power in the world ahead on all stats. The game is virtually won for me already.
I am reporting this as a regular player with no intention to belittle all the hard work author of this mod put in here.
I feel I should clarify things a little bit regarding Adaptive Difficulty.
Indeed AD is conceptually different from Real Strategy. AD does not alter AI per se it gives AI what it is actually needs interms of gameplay. Bonuses are not free for AI. AI player should have adequate gold balance to get a unit. Also and this is very important AI gets bonuses only if it has certain diplomatic stance with human and if it is lags human.So AI standing is important and plays major role determening how much bonuses AI gets if any (each player individually).
As already noted those two mods stand on a different philosophical grounds. Main goal of AD is not to make AI smarter or better - it is to make human player experience harder hence more enjoyable.
@FearSunn Please explain what you are reporting.
So is that better ? wouldn't you be in that situation at turn 60 in a normal game with the same setting ?
(Sorry, couldn't find another way to point that this is a strange report for a modder specialized on AI)
If you provide Lua.log, I will gladly check results - which strategy was chosen by each civ and why this strategy.I am reporting results here. However beautiful the strategy you should occasionally look at the results.
This is a Strategy layer mod, not Tactics. Protecting cities is a job for Tactics.My subjective experience it is worse. AIs were vague at protecting their cities. And it is for sure wouldn't be possible with some other mods Mr. Infixo s so dissmissive about.
This is not true. City defence decisions are taken on strategic level. (PSEUDOYIELD_CITY_DEFENSES, OP_DEFENSE, BaseOperationsLimits, etc.) You've actually changed those values significantly in your mod.This is a Strategy layer mod, not Tactics. Protecting cities is a job for Tactics.
PSEUDOYIELD_CITY_DEFENSES - this controls the valuation of cities when preparing an attack, has nothing to do with defenseThis is not true. City defence decisions are taken on strategic level. (PSEUDOYIELD_CITY_DEFENSES, OP_DEFENSE, BaseOperationsLimits, etc.) You've actually changed those values significantly in your mod.