RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

Yeah I'll see if I can hop on Saturday if you're doing a stream, I'll keep an eye on this thread. If you can give me an idea of what to look out for in the logs I'd love to try to understand the issue. The issue you describe might be different from what I'm seeing. Every game is just a love fest where everyone is happy with each other. On the rare occasion that somebody is upset, they get over it quickly and go back to positive.
That's the base game, that has nothing to do with anything I'm changing.

Edit: Well, let me clarify that. The lack of forward settling dumb cities may certainly make the AI not as angry at other AIs all the time.

But I don't consider that a bug, or anything special.
 
Good news looks like the devs are listening but your settler changes won't be implemented until March 25 which is a month from now.

So this mod will continue to be essential for the coming month... long live AI mod! :)

(besides they didn't mention AI trying to max their settle cap - which is different from settle behavior - which we like in this mod)

P.S. I'm thrilled about the CV changes, I'm
I am underwhelmed by their list. But we also need specifics.

If they fix settlers including owned land in it's settle values, I'd be happy. Otherwise, not much is really changing...
 
It could be a coincidence, but I go back and forth between with and without this mod. Whenever I play with this mod, the settling is great and the AI acts logically, but there is not a single war ever (like literally I have yet to see one war with this mod over 4-5 games), and everyone is positive with me. When I play vanilla, of course the AI acts like lunatics, but they tend to wage at least 2-3 wars per era, and generally my closest neighbors will decide to hate me. It seems too much to be a coincidence or just the way the base game is, because 100% of the games with this mod (at least since 1.07) have 0 wars, and 100% of the vanilla games have greater than 0 wars.
I don't know about 1.07 as it's been replaced. 1.09 and 1.08 I see wars in every game. And sometimes many.

1.07 if it's true that it has less wars, I would assume it's due to the lack of forward settling causing less time period of negative impacts, and an overall better defense causing the AI to not decide to attack cities as aggressively. That setting is changed in 1.08 and 1.09.

But those are guesses, there's no point in my continuing work on an older version. If you don't see wars in 1.09 for example, I'm not sure what I can do. I see wars. It doesn't have my behavior tree.
 
Going through reviews is a bit tough sometimes, because the base game has broken ai in many places, and getting dinged for things I'm not touching is rough. But that's life.

The reality from the update list firaxis has given is, very little will change with what they implement in the next months, so the work is on us as modders to make it happen.
 
I don't think so - in my previous 3 antiquity games (also w/ this mod), I had wars but didn't ally myself at all. (but the AI always did) I usually stay away from alliances for this exact reason- pulls me into unplanned wars. But makes it more fun too of course.

The AI leaders in the game do make a difference, which is good to see. Ashoka has been in my every game (weird coincidence) and always a huge d*** to me every single time.

Hatshepsut tends to stir things up switching alliances. After I posted the above the situation got even weirder. Now after allying herself w/ Himiko, Hatty also triggered a war with them and Ashoka so everyone is at war now lol.

In 3 turns it literally went from me + Hatty alliance vs Himiko + Ashoka alliance to Hatty + Himiko alliance vs me vs Ashoka
 
Maybe loading game breaks AI. Cuz everytime I had no wars i reloaded one turn that i messed up somewhere along the way. I also heard One More Turn on youtube saying something like that, that he had super aggresive neighbour and then decided to reload earlier turn and the same neighbour was pacifist whole game.
 
Hey how did you manage to merge or activate another mod with this at same time?

So I am playing 1.09 but also installed the community bug fix mod (very simple mod, no UI)

The bug fix mod appears enabled but whenever I load a save, only this mod appears (as associated with the save file) and not the bug fix mod. Furthermore I can verify the bug fix mod isn’t on from in game.

Any ideas? I don’t want to choose between good AI and 🐞!! (tried disable/re enable /restart multiple times but no use)

@V. Soma

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I am going to do some light work today. I will test this example.

If it happens to me, I can try and sort it out.

If it doesn’t, it’s fairly impossible for me to sort
 
Maybe loading game breaks AI. Cuz everytime I had no wars i reloaded one turn that i messed up somewhere along the way. I also heard One More Turn on youtube saying something like that, that he had super aggresive neighbour and then decided to reload earlier turn and the same neighbour was pacifist whole game.

I never play in a single playthrough, and on occasion I'll reload because I messed up somewhere, and I've had no issues with the AI being overly peaceful.

Either this is an inconsistent thing (in which case it's something of a reach to blame reloading unless you've actually tracked the exact issue down), or One More Turn is simply wrong.
 
I am going to do some light work today. I will test this example.

If it happens to me, I can try and sort it out.

If it doesn’t, it’s fairly impossible for me to sort

I've validated I have the same problem. Thus I was able to find a fix.

In the modinfo for every mod I am using, I changed "Affects Saved Games" to 1 from 0, and they all work on loading.

I don't know that setting very well, but every single mod loads in fine with that setting on.
 
I've validated I have the same problem. Thus I was able to find a fix.

In the modinfo for every mod I am using, I changed "Affects Saved Games" to 1 from 0, and they all work on loading.

I don't know that setting very well, but every single mod loads in fine with that setting on.
Wow thanks so much for figuring it out, now I will give it a try right away as well!

Change to 0 INCLUDING your mod's? Currently set to 1

Actually the other mod is already set to 0, yours is set to 1
 
Wow thanks so much for figuring it out, now I will give it a try right away as well!

Change to 0 INCLUDING your mod's? Currently set to 1

Actually the other mod is already set to 0, yours is set to 1
Change all mods to 1.
 
Played the first 150 turns of a game on 1.08. Not sure what happened but 3 AI civs had only 1-3 settlements through antiquity and early exploration. Two were at settlement cap. Not complaining, but in case it’s helpful.

Was I seeing correctly that you gave the AI some good defensive logic (eg when overwhelmed, retreat units back to next defensible settlement? It felt like when I broke their lines, they didn’t give me the same 2-3 free kills to farm XP on, and made it feel like someone was thinking on the other side.

The thing is, monitoring settlements doesn't really help much, because the question is always why.

Why I autoplay, there's always a reason why. Often it's so many independents attacking them. I will look at it today, but I assume it will be the same story. That the AI settles as aggressively as possible given the constraints they are under.

But if not, I will make an adjustment.
 
That doesn't work. Changed to 1 in both mods, but when I load a save, still only your mod is active, the other bugfix mod is not
Did you start a new game to test? It will only work in a new game, that you then load.
 
Did you start a new game to test? It will only work in a new game, that you then load.
Ah OK I see - so no way to load the other bugfix mod into current game with 1.09 then?

OK I will test a new game with your instructions
 
Ah OK I see - so no way to load the other bugfix mod into current game with 1.09 then?

OK I will test a new game with your instructions
No, by turning that on, you are forcing the game to load the mod on every save.

It also means you cannot play that save without the mod on.
 
OK that works for new games, tested. Both mods active.

So from what I understand, when you start a new game, whatever mods you enabled get attached to it, permanently. You CANNOT attach extra mods halfway thru a game (even if it's a simple non-UI mod). There's no way around it. (unlike Civ 6 - I'm pretty sure it was possible....)

Correct?
 
OK that works for new games, tested. Both mods active.

So from what I understand, when you start a new game, whatever mods you enabled get attached to it, permanently. You CANNOT attach extra mods halfway thru a game (even if it's a simple non-UI mod). There's no way around it. (unlike Civ 6 - I'm pretty sure it was possible....)

Correct?
It's hard for me to comment.

It isn't working like it did in civ 6. I don't know if it's a bug, an issue, something we don't understand. So I can't comment any more details. I am trying to learn more.
 
A good rule of thumb is:

If it changes the database, affects save games should be on.

Which reminds me I need to go do that on my Outremer civ...
I understand the theory of what it should do.

My problem is the theory isn't matching reality.
 
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