Report Questionable Behavior

I thought that this has already been fixed with one of the official patches, but it seems to be still possible that a vassal (militarily acquired, if it matters) demands from a third party to cancel deals with its master. Can anyone confirm this? I failed to to create a save of the turn before, but I guess it will be easy to check if that is still possible with the current rules. If it is this way, I would rate it at least as counter-intuitive - in RL, I would expect the master declaring war on its vassal for this (as it is a kind of treachery).
 
Sometimes you can see the AI settling 1 plot away from the ocean (so, no lighthouse can be built, no water units trained, ...). This should be fixed.
Gameplay wise it would be kind of nifty if you could connect a city to the ocean via a fort.
 
First game playing with the better AI patch. I just had 4 AIs declare on me in the same turn. Never seen anything like that before. Is this something the patch would cause? Are AIs better at bribing each other now or something?
 
Playing with version 0.60, I experienced a situation, where the AI retreats its troops from a recently captured city, despite me having forces to recapture it in range. Maybe the AI is fooled by the fact that my offensive force here were Longbos (no Iron or Copper for me in that game)...

To make it happen just end the turn in the save.
 

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Playing with version 0.60, I experienced a situation, where the AI retreats its troops from a recently captured city, despite me having forces to recapture it in range. Maybe the AI is fooled by the fact that my offensive force here were Longbos (no Iron or Copper for me in that game)...

To make it happen just end the turn in the save.
He cannot see your city. So he doesn't know your longbow army is in range.

So as far as the AI can tell at this point, it is a city on the edge of the empire that is size 3 and pretty crappy. Your stack of catapults + archers ... would be a surprise to the AI.

One flaw is the lack of garrison troops.
 
EDIT: sorry jdog, I posted in the wrong forum... I just intuitively clicked into Better AI forum;)

But who cares, since I'm here already, I'll report one: in my recent testing game, I saw a AI player with 1 city left and huge enemy stack right outside the last city actually building settlers in the city until he's finally wiped out a few turns later.
 
No comment needed...

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Well okay, one comment: Research is MUCH better than Wealth when the research rate is already at 100%. Please fix this. :)
 
It seems as if the Unofficial Patch is a bit stalled. Can some of the issues still open taken into consideration for this mod?

They are mentioned in this post:
Fix-it list for the next version
 
If an AI is going to pick up stranded units, it doesn't take into account if they are at war. They grabbed a bunch of stranded units, and were picked off because they had no escort.
 
Good call. At least afterwards, it wasn't paying upkeep for a bunch of stranded units.

Except that they were the actual attack force, and it was a large group that needed to move on to the next island. Which is another point.

There's no understanding if the Civ likes to Raze cities on islands, and move on to attack the next. That's what the issue was. They went, Razed, and needed to move on, but were treated like stranded units. Which wasn't terrible, except for the lack of escort and then pickoff.
 
OK, this isn't questionable behavior, but I didn't want to start a new thread just for this. Me and Khmer are at war, but they're past the "refuses to talk" stage. However, Suryavarman surprised me by coordinating a small land force and another stack from his homeland across the sea (cool!). Now, he's about to take the city, but I can sue for peace. My suggestion is that if a situation like this arises, where a city siege will probably end successfully in several turns, the AI should go back into "refuses to talk" mode.
cityattack.jpg
 
It seems as if the Unofficial Patch is a bit stalled. Can some of the issues still open taken into consideration for this mod?

They are mentioned in this post:
Fix-it list for the next version

Solver has returned from a long hiatus, so there may be new life there ... I took a look at the list, a couple of them I'd already dealt with :) (infinite WHEEORN, colony names) I think I also have all the finalized changes from the development version of the unofficial path, but I'll double check.

If an AI is going to pick up stranded units, it doesn't take into account if they are at war. They grabbed a bunch of stranded units, and were picked off because they had no escort.

Okay, I'll work on having better escorting for those missions ... especially when going to pick up a major force.
 
OK, this isn't questionable behavior, but I didn't want to start a new thread just for this. Me and Khmer are at war, but they're past the "refuses to talk" stage. However, Suryavarman surprised me by coordinating a small land force and another stack from his homeland across the sea (cool!). Now, he's about to take the city, but I can sue for peace. My suggestion is that if a situation like this arises, where a city siege will probably end successfully in several turns, the AI should go back into "refuses to talk" mode.

Hehe, awesome :)

Right now with Aggressive AI on there is some experimental consideration for whether or not the AI is about to capture a city/have one of its cities captured. I've also added consideration like this for accepting capitulation, so I'll work on extending those to peace.
 
Solver has returned from a long hiatus, so there may be new life there ... I took a look at the list, a couple of them I'd already dealt with :) (infinite WHEEORN, colony names) I think I also have all the finalized changes from the development version of the unofficial path, but I'll double check.

Thanks for looking at it.
 
Right now with Aggressive AI on there is some experimental consideration for whether or not the AI is about to capture a city/have one of its cities captured. I've also added consideration like this for accepting capitulation, so I'll work on extending those to peace.
This would be good, I'd rather it not go into "refuses to talk mode" but it would be good if it realized it could capture, or was about to loose a city, and as such would demand more for peace, or offer more to save it's city. Basically have it realize that durring the negotiations there was a city that was being hostaged in negotiations.

Another thing related to this that would be good to consider is that in RevDCM mods, with IDW effects the AI will never raze a city due to the fact the city will have a decent culture level for the capturing civ caused by the IDW culture effect. It would be really good if the decision to raze or capture a city was re written to take this into account, and bascially only look at the AI's ability to hold and use the city if it were to keep it, if the city doesn't stand a decent chance of being held, or the city will be next to useless due to Revolution effects or culture pressure, it should raze it.
 
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