RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

Right, they made it so you can deploy on more tiles. I know it isn’t ideal but it’s a massive improvement for the ai not getting indefinitely stuck
 
It's weird, the Unpack Army change looks to be in map creation. I would have never found that. That must fix the bug where all the units get stuck and can't unpack on the map.

All that work to fix it, and it was some hidden map setting not allowing the army to unpack.
Wow who knew! That’s amazing to hear but understand your frustration! Fascinating how some bug like that can have massive impacts. On the bright side, good that devs prioritized fixing that first.
 
It's a lot more fun to watch autoplays now at least. Things are happening, it's dynamic and interesting.

Edit: It is cool to see when the new independent spawn, everyone starts immediately going after them.

I had troll cities under control, but Augustus as Carthrage has blown that out of the water. lol.

I need to add the new feature of coastal to my naval attack tree.
Music to my ears, I’m gonna ditch my current game then and start a new one with the patch and your 1.1. The changes sound significant enough to make antiquity harder!

(My evaluation of modern age CV path changes will have to wait some more days..)
 
Sorry for the delay -- been out and away.

This is how I manually merged AI 1.09 with "No-in-game-2k-icon" (NO2k) MOD.

In terms of merging, I literally downloaded both mods (made backups of both from download) -- with the intent of AI 1.09 being the destination version.

From the copy of NO2k -- I looked at the MODINFO file and saw that it imports the "ui/system-bar/panel-system-bar.js" file from the "ui" folder in the <ActionGroups> set.

So, I copied the "ui" file folder from the NO2k download, and placed it in the AI 1.09 folder structure -- so the folder structure for AI 1.09 contains "modules" and "ui" folders.

Then I edited the ai.MODINFO file to include an <ImportFiles><Item>ui/system-bar/panel-system-bar.js</item></ImportFiles> line item after the insert of the <UpdateDatabase> action that loads the ai_trees.xml file.

Saved it, then used this destination version of AI 1.09 -- moved it to the Civ 7 MODs folder, and loaded the game.

Keep in mind, I didn't have AI 1.x in my MODs folder -- so when I moved it, it was "clean".

Loaded like normal, and continued to load without a problem.

Granted with the new version coming out, this may not exactly work like this -- but I cannot imagine it wouldn't.
Thanks for this - makes sense. I found out you can start a new game with multiple mods and if you stick to that should work. I will save your instructions in case things break again!

RN the only other mod I care about is the community bugfix “mod”. Per Firaxis patch notes, they did not fix some massive bugs yet (eg Renaissance card stacking) so I still need that mod or I have to keep self-policing myself around the bugs.
 
Ada just settled this beauty on turn 41, using version 1.10 and fractal map type. I can post again once I scout her start
I will have to look at the new leaders settings. But I agree in my testing, something has broken free creating more of these troll settles. I'm trying to sort it.

It seems to happen on new civs and leaders.
 
Perhaps we were too hasty lol, I think her capital is winterfell
LOL poor Ada, see what happens when you don’t have a starting bias!

Fractal maps are more fun for sure, less predictable but also more random and unbalanced
 
Settles are definitely not always great after the patch. Definitely with the new leaders, and new civs.

I will do what I can. I expect the next release to be this week. It looks amazing with all the new features working after the patch.
 
They manage happiness reasonably enough. I watch them in autoplays a lot, they do better going over the cap. Even with rioting.

The next version will have so much war, the main feedback will be wondering if we need that much war. Overcorrecting for sure.
 
They manage happiness reasonably enough. I watch them in autoplays a lot, they do better going over the cap. Even with rioting.

The next version will have so much war, the main feedback will be wondering if we need that much war. Overcorrecting for sure.
Not sure if it’s me or this game in particular but I notice IP are already fighting back much better in 1.1 (vs 1.09). I’m not rolling them over as fast as I used to! I just had to do a full retreat severely wounded. And they don’t even have commanders yet.

I just saw an IP swap its nearly dead defending unit on village tile with a full health unit!! That’s a first!! It’s almost as if they have …. intelligence
 
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Yeah, the patch broke something with some kinds of troll settles. I am working on it
 
I will be running autoplays for at least the next hour as I look for ways to improve the new trolling settling, and generally just enjoying how awesome the gameplay is now.
 
Some of troll settling is very difficult. I have asked Ed Beach to please get development to fix the evaluation to not consider owned tiles.

I can't fix that. And overall the troll settles are worse in the patch for some reason.
 
I entered the franchise halfway through VI, and got annoyed by AI and left before your mods, RH. It’s so exciting to be playing a Civ title with all of you at release.

Question I’m running into is why the AI navy is so passive. From what I’ve been reading v1 of this mod is focused most on land units. Is any issue with naval likely a part of the base game? What I’m seeing is AI ships very rarely attack, and I have a few frozen groups of 3-4.

I’m running my cheats mod with 1.10 and the land units behavior is delightful. I captured some coastal DL cities and plopped down my 4 commanders and 16 units just to hold off the locals until we could settle a peace treaty. I spent 30 turns fending off wave after wave of attack. Every time they targeted the weak point in my line, and took advantage of every gap, punching through twice. But for a little luck I would have been routed. It’s a testimony to your mod (and to Civ7 generally) that that paragraph is even possible to say.
The new version has naval work on the AI. It is not completed, more work will need to be done, but it does make a difference, and you will notice it a bit.
 
I have a prerelease version that could use some testing. If you would be willing to test just in antiquity to get a feel and give your thoughts, that'd be good.

There are many other age changes, but testing antiquity gives the fastest bang for your buck in testing.

I like the way it autoplays, but autoplays alone don't tell me everything, and I need a vibe check.

You will have to delete the previous mod from your mods folder, and run this one.
If the vibe check passes, this is the release version ultimately. If it doesn't, it will get more fixes before I release it.
 
I'm getting a lot of feedback from other players as wwell playing the prerelease. definitely things i need to fix before release.
 
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