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I've a couple of comments.
Missing Industrial Revolution:
Whenever I hit railroads/factories, my empires production output proceeds to spike upwards sharply. The AI seems fails to pull this off -- at least, not nearly as fast (I'm currently working through a game, maybe the AI will start spiking before I finish it). This is about the only reason why I can compete in the modern era against the AIs huge cheaply upgraded army (that, and the fact that armor is off the upgrade path, so I can field more tanks than the AI).

I usually experience the same type of end game.

Weighting the option of building factories and especially power plants higher sounds like a good idea, but you also made me wonder whether automated workers know to railroad mines and lumbermills first? If it did, this would also help a bit of late game micromanagement for the human player.

And I agree it should try and found corps more actively. Especially if the AI gets an engineer, merchant or scientist it doesn't have much immediate use for, it should retreat that GP to the would-be wall street city (if not already built) and wait there til it can found a corp. If someone else gets to the relevant corps first, obviously it should do something else with them.

Anyway, a lot of the ideas regarding corps are pretty obvious and I won't insult you Better AI guys by going into all the basics like deciding which corps would be good etc.
 
Another thing about naval AI: it seems like AI unable to look for rival's submarines loaded with tactical nukes or at least it doesn't seems trying to do anything about that. So I can place my subs close to AI's coastal cities while in peace, then declare war on it and completely obliterate AI. Very sad.
 
Another thing about naval AI: it seems like AI unable to look for rival's submarines loaded with tactical nukes or at least it doesn't seems trying to do anything about that.

I didn't think it was possible to see the contents of enemy transports/subs?
 
I didn't think it was possible to see the contents of enemy transports/subs?

True, but an active anti-sub program, particularly after Manhattan Project, would be an intelligent endeavor.
 
True, but an active anti-sub program, particularly after Manhattan Project, would be an intelligent endeavor.

I even doubt that AI looking for opponent's invading fleets approaching its waters. Does it? Does AI at all do something about approaching (peacefully) SODs either land- or sea-based?
 
As far as I can tell, the AI never asks another AI for tribute, to join in a war, to stop trading with a rival; or if it does it never refuses the request if asked.

Which means that the AI never accumulates the -1 penalty of "you aren't my :):):):):)", or the opposite "you are my :):):):):)" +1s that players do.
 
As far as I can tell, the AI never asks another AI for tribute, to join in a war, to stop trading with a rival; or if it does it never refuses the request if asked.

Which means that the AI never accumulates the -1 penalty of "you aren't my :):):):):)", or the opposite "you are my :):):):):)" +1s that players do.

My mom adds everything except the tribute. I'm going to send jdog just my AI changes for consideration for incorporation in BetterAI

EDIT:

Of course... I meant MOD and not mom. I have left the typo though for comedic purposes ;)
 
I haven't had time to delve into the code recently (I bought a house, gah), but did you get around to fixing the "the AI attitude to you is the average of their attitude to you and your vassals" jdog?

It makes vassalizing enemies (or even allies), or creating colonies, a great way to make it impossible to form a perm. alliance with that AI you have been befriending for the entire game. Which is annoying. (I haven't been vassalizing anyone, so I don't know if it is still causing the problem).
 
If you're concerned with diplomacy in any way, you're better off just killing everyone, amusingly. I never thought that being a genocidal psychopath would result in better diplomatic relations than being a imperialist pig, but taking a "-1 You committed genocide on our bff" isn't so bad, really.
 
My mod adds everything except the tribute. I'm going to send jdog just my AI changes for consideration for incorporation in BetterAI

Hmm. That sounds interesting. Is it possible that I could see that relevant code? I would like to add that to my sdk modmod as well.
 
Hmm. That sounds interesting. Is it possible that I could see that relevant code? I would like to add that to my sdk modmod as well.
The source code is included in the download of my mod if you'd rather not wait, but I'll post a download of just the relevant AI source code here for everybody.


EDIT:

jdog, any idea when the next release for this will be out??
 
My mom adds everything except the tribute. I'm going to send jdog just my AI changes for consideration for incorporation in BetterAI

EDIT:

Of course... I meant MOD and not mom. I have left the typo though for comedic purposes ;)

Hmmm, now what would Freud say about this? :confused:
 
^^Probably that DP II has some unresolved issue from his early childhood related with his mother. Then he would charge him a bucketload of cash to convince him there was no problem after all and write a book about the case with a fictitious name for DP II :D

But I guess this is WAY Off Topic :D On topic, the changes look interesting....
 
I play Legends of Revolution, which incorporates BBAI 0.78c. I've also modded the marathon game speed to increase tech costs by a huge amount while keeping unit costs at 100% of normal speed, similar to the numbers from the Marathon Accelerated mod. I thought I'd post here instead of the LoR forum because my problem seems more to do with how the AI handles research.

The problem is that once in a while, a civ will get a start without military resources and still not research Archery. That may be okay on vanilla game speeds, but with tech costs so high this effectively breaks the AI. They'll have nothing but warriors while other civs are building swordsmen. Does the AI not consider their military resource situation when choosing techs?
 
I'm going to complain again here:

Earlier in the BetterAI build, the AI started working at conquering neighbors, and got pretty good at it.

With the recent builds, the AI is once again back to "Attack the player, even though I had to have open borders with 3 people to get near the player", and AI on AI conquest wars are nearly non-existent.

Could SOMEONE please check what is causing the AI to not declare war on neighbors who SHOULD be blood enemies in favor of attacking the player? The game is entirely too static right now, with wars being rare events between the AI.
 
BTS AI v0.81

I downloaded this today as I wanted to try it after my 0.80 problems (shift+alt click, pre-war setting) this works for me now must have had a messed up download, any way, started a quick game to test it before i start my main game and noticed the AI making a mistake,

I started a war early on with france and turned him into my vassal so i could test the plan-war candy. I then turned my forces towards japan and waited a few turns with the plan war setting on so france knew what i was going to do, france quickly kicked out a 5 man stack, few archers and warriors. I then started the war with japan weakening his army in his capital and crushing a undefended city of his, the next turn i asked france to attack his capital, by this time japan had 3 archers and 1 worker in the city but then japan moved a archer from the city to the tile where his other city was and stayed there and then france entered the city area and then left the next turn not attacking anything.

Was there something important in the city ruins to risk the capital for? japan thought so.. lol
 
Do you have a save or autosave from around this point?

There have been reports of units moving to city ruins before, although I've never seen it myself. The AI sometimes will send extra defends out to park on a city site it's picked out, but this clearly sounds like an inappropriate time to do that.

Also, I've seen the attack stack moving in and out of enemy territory behavior a few times now ... usually they will eventually launch the attack, but there's some issue with the logic when more troops are coming to join the stack I believe. The attack stack code is also scheduled for a major overhaul for the next version, it's long past due.
 
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