RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

I would love to try it! If you're not sure, maybe you could release a beta version alongside the stable one and those of us feeling brave enough could help test it as well?
I would like that, I just don't want to create a worse experience. There's so many things to test and validate.
 
My hope is today I will get to release the next version. It is my Birthday, and I have some grace for time to work on things. Provided I can get a clean version of things going. Last nights tests and work were promising.
Happy birthday from the Fanatics!

We want your birthday gift from the Fanatics to be the Fanatics getting crushed by your AI subjects!

I do miss the leader sayings from Civ the original -- I agree not to crush your worthless civilization in exchange for the secrets of ________
 
My hope is today I will get to release the next version. It is my Birthday, and I have some grace for time to work on things. Provided I can get a clean version of things going. Last nights tests and work were promising.
Happy birthday and thanks for everything!!!!

I just finished my old game, I'll start the new one with the mod for sure
 
I think the ind attacks are really unequal vs player, like usually all i need is 1 slinger bought for gold to deal with inds while AI loses half army that was supposed to be used to put pressure on me. Can you show me what line to change in order to turn off the ind attacks completely or maybe turn off possibility of them being hostile. The second option would be even better as they wouldnt serve as spiky wall for the AI then.
 
Happy bday! I too have been immensely enjoying my current 1.07 game on fractal / deity - so many wars going on, so many decisions to make every turn, absolutely loving it! (fractal SO much better than continents guys)

Settler AI is great. Combat AI is good (phenomonal vs vanilla of course) with these two being the top weaknesses IMO:

1. Bad at using commanders. Usually they arrive at the battlefield separated, unpacked, very easy to single out and eliminate in the first turn of battle, especially given they can't even fight back. I was afraid this would happen becasue every time Firaxis introduces a new concept into the code, it takes them several patches to then go and actually teach the AI how to use it. Same story over and over for the past twenty years... I am assuming that is all locked in DLL and you can't improve?

2. Gives away their BEST cities way too easily: (correction - diplomacy AI, not combat AI) Even though they claimed to have toned this down in their first or second patch, AI still does this. I wouldn't worry if they were giving away peanut towns but no the issue is very severe. I just gained two capitals with 3 wonders each in peace deals where the AI still had a fighting army (I was actually going to propose peace myself). This is SO impactful that it feels like cheating almost, but I'm not the type to enjoy a game by introducing artifical rules on myself (e.g. "don't take cities in peace deals"), so I take the cities. Again, assuming this too is locked in DLL and you can't improve?

Keep up the great work, look forward to next version!
 
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Happy bday! I too have been immensely enjoying my current 1.07 game on fractal / deity - so many wars going on, so many decisions to make every turn, absolutely loving it! (fractal SO much better than continents guys)

Settler AI is great. Combat AI is good (phenomonal vs vanilla of course) with these two being the top weaknesses IMO:

1. Bad at using commanders. Usually they arrive at the battlefield separated, unpacked, very easy to single out and eliminate in the first turn of battle, especially given they can't even fight back. I was afraid this would happen becasue every time Firaxis introduces a new concept into the code, it takes them several patches to then go and actually teach the AI how to use it. Same story over and over for the past twenty years... I am assuming that is all locked in DLL and you can't improve?

2. Gives away their BEST cities way too easily: (correction - diplomacy AI, not combat AI) Even though they claimed to have toned this down in their first or second patch, AI still does this. I wouldn't worry if they were giving away peanut towns but no the issue is very severe. I just gained two capitals with 3 wonders each in peace deals where the AI still had a fighting army (I was actually going to propose peace myself). This is SO impactful that it feels like cheating almost, but I'm not the type to enjoy a game by introducing artifical rules on myself (e.g. "don't take cities in peace deals"), so I take the cities. Again, assuming this too is locked in DLL and you can't improve?

Keep up the great work, look forward to next version!
The AI using commanders is my biggest focus, and I have working reasonably well
 
I really mean Beta too. Don’t start try the beta if you’d be mad if something breaks.

I really mean Beta here
 
Yeah the Ip are just too strong and too frequently hostile. As I said they present practically no problem for player who has slinger inside town. For AI however... Its just bloody war that never ends. Every single AI in my game was completely trashed by them. Xerxes even declared war on me but encountered hostile IP on the way and it smashed his army in half and attacking me with just some scraps which transformed into me capturing his capital and I quit the game cuz I had 9 settlements while the second best AI had 4.

Trying again, but seriously turning IP hostility completely off would solve a lot of problems. But would be best if in addition AI retained ability to attack one and reap rewards.
 
IP hostility at zero would be too much. Maybe the fact that AI aggression vs IP has been cut off is the problem?
Even if there's a bug with it, I think that preventing AI to kill IP is too much. The bug is pretty rare, probably is better to keep it in order to not break the rest (also because knowing that AI will NEVER attack IP is a bit too much a game changer).
 
Too much for what? For me the only thing they do is slow down all AI by like 50 turns. Also my proposition included AI attacking IPs that are neutral to them. It should be especially boosted if there is other player befriending them right now.
 
Too much for what? For me the only thing they do is slow down all AI by like 50 turns. Also my proposition included AI attacking IPs that are neutral to them. It should be especially boosted if there is other player befriending them right now.
If you were saying to me, "too much" for the gameplay. I think that because of a bug, AI hostility vs IP has been reduced to 0 (or almost 0). Probably setting it higher again would help the AI to handle them and the gameplay also (it's not funny if all the IP are inamovible cities forever because the AI won't stop them)
 
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If you were saying to me, "too much" for the gameplay. I think that because of a bug, AI hostility vs IP has been reduced to 0 (or almost 0). Probably setting it higher again would help the AI to handle them and the gameplay also (it's not funny if all the IP are inamovible cities forever because the AI won't stop them)
The gameplay right now consist of AIs bashing heads against IPs in most cases so I would be really curious what happens if thats not possible. Surely they would be much more aggresive against player and have more units right? Thats what I would want.
 
@Squibie But if they're good enough to take on the player, shouldn't they be able to take out hostile IPs (in this case: only one each, and they were very close) easily?

It's not like I did anything special, I took out my own hostile IP neighbors with some basic units, got big production boosts and that was that. (ok, I did have perfect sight.)

[Edit: The end of a sad story for Xerxes, as I take out the IP that burned his city one turn before he can turn it into his city state. Let's see if Isa settles here now...]
They should, but not easily. That would require careful positioning which is at the moment impossible. They need to trade units and then heal afterwards which slows them down like i said about 50 turns sometimes in military matters.
 
<Affinities>
<Row Affinity="AFFINITY_FRIENDLY" HostilityChance="0" NeutralityChance="0"/>
<Row Affinity="AFFINITY_NEUTRAL" HostilityChance="80" NeutralityChance="100"/>
<Row Affinity="AFFINITY_HOSTILE" HostilityChance="80" NeutralityChance="100"/>
</Affinities>

Isnt that some kind of mistake that neutral and hostile have the same values?
 
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