Real Strategy (AI)

Real Strategy (AI) 2.3.1

Hi Infixo, a little help please.
After the September update in the lua.log I have errors, while in Modding.log and Database.log everything is ok.
The lines of code with errors are these:

Runtime Error: C: Program Files (x86) Steam offApps Workbook Content 289070 1717282434 LuStrategy.lua: 905: function expected instead of nil
stack traceback:
C: Program Files (x86) Steam offApps Workbook Content 289070 1717242434 AfterStrategy.lua: 905: in function 'GetPriorityDiplo'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 LuStrategy.lua: 986: in function 'RefreshAndProcessData'
C: Program Files (x86) Steam offApps Workshop Content 289070 1717282434 LuStrategy.lua: 1599: in function 'ActiveStrategyCulture'
Lua callstack:
Runtime Error: C: Program Files (x86) Steam offApps Workbook Content 289070 1717282434 LuStrategy.lua: 905: function expected instead of nil
stack traceback:
C: Program Files (x86) Steam offApps Workbook Content 289070 1717242434 AfterStrategy.lua: 905: in function 'GetPriorityDiplo'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 LuStrategy.lua: 986: in function 'RefreshAndProcessData'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 LuStrategy.lua: 1583: in function 'ActiveStrategyConquest'
Lua callstack:
Runtime Error: C: Program Files (x86) Steam offApps Workbook Content 289070 1717282434 LuStrategy.lua: 905: function expected instead of nil
stack traceback:
C: Program Files (x86) Steam offApps Workbook Content 289070 1717242434 AfterStrategy.lua: 905: in function 'GetPriorityDiplo'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 LuStrategy.lua: 986: in function 'RefreshAndProcessData'
C: Program Files (x86) Steam offApps Workbook Content 289070 1717242434 AfterStrategy.lua: 1607: in function 'ActiveStrategyReligion'
Lua callstack:
Runtime Error: C: Program Files (x86) Steam offApps Workbook Content 289070 1717282434 LuStrategy.lua: 905: function expected instead of nil
stack traceback:
C: Program Files (x86) Steam offApps Workbook Content 289070 1717242434 AfterStrategy.lua: 905: in function 'GetPriorityDiplo'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 LuStrategy.lua: 986: in function 'RefreshAndProcessData'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 AfterStrategy.lua: 1591: in function 'ActiveStrategyScience'
Lua callstack:
Runtime Error: C: Program Files (x86) Steam offApps Workbook Content 289070 1717282434 LuStrategy.lua: 905: function expected instead of nil
stack traceback:
C: Program Files (x86) Steam offApps Workbook Content 289070 1717242434 AfterStrategy.lua: 905: in function 'GetPriorityDiplo'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 LuStrategy.lua: 986: in function 'RefreshAndProcessData'
C: Program Files (x86) Steam offApps workshop content 289070 1717242434 AfterStrategy.lua: 1615: in function 'ActiveStrategyDiplo'
Lua callstack:

Everything was ok before the update. Thanks in advance.
 
Hi Infixo, a little help please.
After the September update in the lua.log I have errors, while in Modding.log and Database.log everything is ok.
The lines of code with errors are these:
Everything was ok before the update. Thanks in advance.
Yup, fixed in v1.5.
 
So I was wondering, since a lot of people reports the AI being mucho more aggresive than what I see with this mod...

Is it posible that vanilla AI, activates intermitently domination strategies, that when using this mod, happens less often due to AI being more consistent in middle and long term goals?

In other words maybe in practise, vanilla AI as a side effext of not using very well long term goals, activates from time to time a domination goal, so kind of works somehow better for the vanilla game?
 
Important - typo in version 1.5
It seems that I made a typo. In line 1530 and 1531 there is GetDiplomatcy() and it should be GetDiplomacy(), without T ofc. I will post a fix on Thursday, as I am away now. Until then you can fix those typos manually.
 
Hello.
I cannot start a new game with tis mod enabled. I have no other conflicting mods installed ( I also tried to start a game with only Real Strategy enabled )
I did not see any instalation notes anywhere. Please help! I would very much like to try a game with Real Strategy :)
thanks in advance
 
Don't have them any more, I reinstalled the game cause even when I disabled all the mods and tried to play a clean one, some things like the lenses were messed up... :s
 
Problems with this mod until now:

AI builds a lot of ships on lakes, just because the map is watery - a small continents, even though those ships are useless.
AI invests a lot in a navy just because of map type, even though it is fighting a 100% land war.
"Min-maxing" is what skilled players do, however the AI shouldn't. The AI is too "dumb" and it should not attempt it, it must rather play a balanced game and rely on general buffs to strengthen them.
Furthermore AI+ did severely decrease the probability of AI building walls, AI+ is a completely broken mod, AI does not improve strategic resources at all.
Here, AI seems not to build as many walls as it should, and generally AI should build city walls like crazy, that is their best way of defending against players. Even in vanilla AI does not build enough city walls, even if they build them, they usually stay on ancient walls.
If anyone wants to improve the AI in game in general, it should do two things:
Focus on building more walls
Prioritize grabbing the next melee unit in at least one example, because of the city defense bonus it gives.
Since it is hard to program for, it might be considered:
on Immortal and Deity AI gets city defense bonuses, to ranged attack and defense based on tech discovery alone, it does not need to field a unit.
 
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Min-maxing" is what skilled players do, however the AI shouldn't. The AI is too "dumb" and it should not attempt it, it must rather play a balanced game and rely on general buffs to strengthen them.
My opinion is the opposite and RST works exactly in the opposite way.
 
My experiences with the mod in several games:

The mod manages to get AI behavior to a decent level. Im highly surprises, that I can play on prince and lose. I didnt find any bugs.
The only downside is, that the AI rarely declares any wars. In my last game I was a minor civ, had 5 cities and near to zero military power, but the AI didnt attack. The first war between any civs was declared on turn 160. If you could raise the AI aggressiveness to a higher level, it would add a sense of suspense to the game.

Nevertheless the mod is great work and I will continue using it in my games!
 
The AI does not build city walls. I play a game, its already medieval, and no walls were built. Although I was declared war upon in Ancient era.
 
I'm rarely seeing the AI build any walls. Even Russia, in wartime, didn't seem to bother.

Hungary just declared war on Scotland. Hungary has one city with walls. Scotland hadn't bothered to build any despite an aggressive neighbour. Not building walls seems like suicide to me, so I'm surprised they're so rarely doing it. Are they just waiting until they're attacked or about to attack? That's too little too late.

Hungary has plenty of catapults so I'll watch with interest whether they do anything...

I've uploaded my lua.log (finally found the damned thing!). Hopefully it'll be useful.

EDIT: So I played a bit more - Scotland didn't bother with any walls (and as their ally I could see they weren't attempting to build any). Hungary did build several.

Later Russia declared war on China - neither bothered to build walls for quite a while, eventually they both built a couple.

The 'peaceful' states of France, Arabia, and Poland didn't build any walls.

EDIT2: Forgot to add about the catapults. Did see the AI use them to OK effect. There was still a bit of unnecessary shuffling about, but they did use them to take cities.

That is correct, the reluctance of AI to build walls is gamebreaking. You can steamroll their civs so easily now, that it actually makes the entire game disproportionately easy.
Please fix, if possible. You need to incentivize AI to decide to build walls more often, EVEN preferably a bit more often than in vanilla, where they will usually build ancient walls, but not so commonly any higher level than that, making medieval and renaissance age conquests vs AI relatively easy.
 
I have only 8 ages of pace, usually not influencing much the AI behavior, the issue did not occur in vanilla, besides possibly the reluctance to build medieval and renaissance walls.

This is just medieval era, but you can clearly see that the only city walls build by AI are the ones in city states that get them automatically. As you see, other players are also encountering the same issue.
 
As you see, other players are also encountering the same issue
This mod has over 11000 subs on Steam. And no, other players are not reporting issues with walls.

have only 8 ages of pace, usually not influencing much the AI behavior, the issue did not occur in vanilla, besides possibly the reluctance to build medieval and renaissance walls.
You would be surprised how various little things can influence AI behavior...
Btw, 8aoP is an old mod, not updated since 2017. How are you using it? It doesn't support Future era, nor Ages.
 
I did send you a newer save in message. 8 ages of pace is just a mod that slows down civics and techs and great persons and slightly buffs the usefulness of roads. It works well. Is there a lightweight mod that does the same?
 
I am using the updated magil 2.1.0 version of this mod however I just installed it from a file. I will have to subscribe on steam to stay up to date with the updates.
 
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