Real Strategy (AI)

Real Strategy (AI) 2.3.1

I downloaded version 1.4.1 but there seems to be a problem. I tried it on Gathering Storm with other mods enabled (not AI related) but the game told me that the mod failed to load files or something and brought me back to main menu. This problem was not solved when RS 1.4.1 was the only mod enabled. I also made sure all mod files are in place and in the correct folders. I never tried earlier versions of the mod so I can't confirm if the issue is specific to this version (although all other users seem to have no issues with previous versions). Edit: I was not sure where to report the issue and I can't delete or edit the review now that you have replied :/
 
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Wow... wow.. wow... I have just been positively surprised by Civ6. And thrilled.
I have just watched Australia killing 2 civs with jet bombers. Curtin built more than 20 of them, started 2 wars (simultaneusly!) and took 4 cities in less than 10 turns. Every turn I watched his carpet raids literally killing and pillaging everything: encampments, units, cities. Here are some pictures:
- Majapahita - he destroyed encampment with bombers, took city with land units, then killed few ships with bombers.
- Ternate - he went directly for the city with bombers, also killed a unit close by.
- Banjarmas - same here, destroyed city defenses, and then started killing ships.
And at the south he took Madrid, mostly with land units, bombers destroyed an encampment.

I know this is a very old entry, but I am curious, was this with vanilla game or with you Strategy mod?
 
With Real Strategy. I never seen AI using bombers in the vanilla game.
I assume it is still the case even after the recent updates. I guess your mod is always going to be a must have. I need to finish this play-through. I also like to play a few games vanilla after a large update to see new things.
 
Code:
local bIsRiseFall:boolean = (Game.ChangePlayerEraScore ~= nil);
This is true when RnF is disabled and GS is enabled.
 
:) Well... as you can easily check, it is not used for anything. Only the second variable is used (bIsGatheringStorm) to code a different behavior for Science victory and support for Diplo victory.
Which is fortunate because there is no way to detect the situation you described in the Gameplay context. In UI context there is Modding.IsModActive() function but it is not available in the Gameplay context.
 
Wow this is really amazing. The AI is treating me like I would an invader, moving crossbowmen behind cities and using multiple ranged units to target down strong attackers. Really, really fun to have to deal with and a huge improvement!
 
How do you test your mod to determine the AI works as you intended? The only tools I see are Autoplay for AI Battle Royal. Is that all?
 
@Hirwo I don't use this Autoplay thing.
I use standard SDK tools, i.e. Firetuner. In the 3rd post I attached a Firetuner panel that I created to test the mod.
Plus ofc logs and "prints" because there is no debugger available.
 
@Hirwo I don't use this Autoplay thing.
I use standard SDK tools, i.e. Firetuner. In the 3rd post I attached a Firetuner panel that I created to test the mod.
Plus ofc logs and "prints" because there is no debugger available.

What language is the Selection List Builder in? And where can I find documentation for function names that return wanted values?
 
@Hirwo
I don't know what you refer to as "Selection List Builder". The language used in the Firetuner panels is Lua, same as in all UI scripts in the game. There is no documentation provided by Firaxis (meaning API), only what modders discover by themselves. There are many posts about that in Creation & Customization part of the forum.
 
@Hirwo
I don't know what you refer to as "Selection List Builder". The language used in the Firetuner panels is Lua, same as in all UI scripts in the game. There is no documentation provided by Firaxis (meaning API), only what modders discover by themselves. There are many posts about that in Creation & Customization part of the forum.
Alright, thanks for the help!
 
@Infixo
As always I've been using Real Strategy, but I recently started using Smoother Difficulty 2.0 as well. Smoother Difficulty 2.0 gives the AI no starting bonus units, and ramps up the AI bonus yields as the eras progress. I've noticed that the AI tends to not build walls as much when using Smoother Difficulty. I don't think the mods conflict per se, but I'm wondering if the yield changes between vanilla difficulties and smoother difficulties are causing the decision trees to go different ways.

Just an observation, thanks for all your hard work!
 
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