RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

I'm looking forward to seeing any updates to this based on the new patch. I'm also curious if there were any improvements in the base game AI -- the patch notes didn't say anything about AI at all, but IIRC, previous patch notes didn't either and there were some improvements to the base game AI.
 
I'm looking forward to seeing any updates to this based on the new patch. I'm also curious if there were any improvements in the base game AI -- the patch notes didn't say anything about AI at all, but IIRC, previous patch notes didn't either and there were some improvements to the base game AI.

You must have missed it. From the notes-
 

Attachments

  • 1000003744.png
    1000003744.png
    225.7 KB · Views: 36
I haven't played in a couple months as I've been busy and also haven't come across any sound bites about the AI being more competitive. I am waiting some step change before diving back in, to avoid disappointment.
 
I am silently waiting for the development of civ7 both officially and with this mod...
I am not spending a lot of time on it hoping for a change.

I need feedback, and there are very few players. I need streamers discussing it, and what needs changes, there are very few of them.

I feel like we're all in a sort of holding pattern at the moment.
 
I am not spending a lot of time on it hoping for a change.

I need feedback, and there are very few players. I need streamers discussing it, and what needs changes, there are very few of them.

I feel like we're all in a sort of holding pattern at the moment.
Getting close to finishing my first game on the new patch -- I play in dribs and drabs and unfortunately don't stream. This is using your civfanatics version of this mod (not the workshop version)

In the modern age:

1 -- Still not seeing AI pillaging (and this was meant to be fixed by the devs)
2 -- AI did build/purchase a fighter and did use it defensively -- but no offensive air at all
3 -- AI overbuilt tanks/armor -- and instead of building to some critical mass, continued to kamikaze them into battles
4 -- AI was smart about retreating severely damaged units out of battles
5 -- AI still overindexed on war/military actions -- basically, the world was aligned into 2 blocs without regard to ideology.
6 -- Plenty of AI taking other AI cities/settlements
7 -- AI built naval units up to a point -- but didn't keep up an arms race and once I had 3 admirals, it was easy to get control of the seas
8 -- AI was good at becoming suzerain of independent powers

In Medieval -- AI did build a lot of treasure ships and attacked/captured mine (and others). Gameplay and AI competitiveness was good on this age.

Overall, it remains a challenging game on Deity due to the production/science/culture advantages provided. In modern, I had a true Stalingrad type battle where it took over 30 turns to finally take the city in spite of controlling all but 1 or 2 hexes for most of that time. But once I finally won that, I was able to quickly take 3 more cities. It was fun to go through.

I plan my next game without this mod to see what plain vanilla is doing.

I think you and RH have done a good job of squeezing what improvements you could -- and AI vs AI actually is not bad (which is how I know you tested your mod) -- but human vs AI still leaves a bit to be desired esp. on what I highlighted above.
 
Getting close to finishing my first game on the new patch -- I play in dribs and drabs and unfortunately don't stream. This is using your civfanatics version of this mod (not the workshop version)

In the modern age:

1 -- Still not seeing AI pillaging (and this was meant to be fixed by the devs)
2 -- AI did build/purchase a fighter and did use it defensively -- but no offensive air at all
3 -- AI overbuilt tanks/armor -- and instead of building to some critical mass, continued to kamikaze them into battles
4 -- AI was smart about retreating severely damaged units out of battles
5 -- AI still overindexed on war/military actions -- basically, the world was aligned into 2 blocs without regard to ideology.
6 -- Plenty of AI taking other AI cities/settlements
7 -- AI built naval units up to a point -- but didn't keep up an arms race and once I had 3 admirals, it was easy to get control of the seas
8 -- AI was good at becoming suzerain of independent powers

In Medieval -- AI did build a lot of treasure ships and attacked/captured mine (and others). Gameplay and AI competitiveness was good on this age.

Overall, it remains a challenging game on Deity due to the production/science/culture advantages provided. In modern, I had a true Stalingrad type battle where it took over 30 turns to finally take the city in spite of controlling all but 1 or 2 hexes for most of that time. But once I finally won that, I was able to quickly take 3 more cities. It was fun to go through.

I plan my next game without this mod to see what plain vanilla is doing.

I think you and RH have done a good job of squeezing what improvements you could -- and AI vs AI actually is not bad (which is how I know you tested your mod) -- but human vs AI still leaves a bit to be desired esp. on what I highlighted above.
2 - Yes, I got the AI to build planes and use them defensively. I have not ever seen them use them offensively. There is a Behavior tree for it. I have never seen it in action, I believe because the commander actually does it. But I am not sure. It's extremely hard to debug.

3 - I can adjust this. But I need to know what they should be building instead.

5 - I can't really fix this without changing how the game works. Thus it's not in the scope of the mod.

7 - I might be able to improve this

We just reach a lot of blockades. There is more I can do, but it's very time consuming work. Maybe this weekend I'll dive in and see if I can move the needle a bit.

Also with us fixing major bugs, and then firaxis fixing them as well, our work looks less and less. But I continue to pick off what I can.
 
Notque -- thanks for the response.

On #2 -- that makes sense, and probably something that the devs need to address. And frankly, it is par for the course with any Civ title (unfortunately)

On #3 -- I wonder if the AI should build a mix of units (infantry, ranged, etc.) except for Tanks late in the game. I wonder if the AI is simply building the strongest/fastest attack units. I don't know if it is worth looking into other than at other parts of the game, AI is generally building better unit mixes.

On #7 -- What I am seeing is that the AI is building 4-6 ships -- but once I go on the true naval offensive with multiple naval commanders (fully loaded) -- it overwhelms the AI.

FWIW I'm also still seeing a lot of commanders (army and naval) that the AI just has out there on their own without any real purpose. That is another area that the AI is not doing well in -- really utilizing commanders (at least against me).

I'm going to finish my current game this weekend, then wait for the new patch to come out and play without your mod to really be able to highlight areas that your mod is still doing better than core vanilla.
 
Back
Top Bottom