notque
Artificially Intelligent
- Joined
- Nov 13, 2005
- Messages
- 2,180
Steam Workshop::RHQ AI MOD
Steam workshop support - uploaded
Removed Building desires including wonders until I can reevaluate them
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.
Yeah, and I went through all of them and validated many things from the diff. There was just nothing I needed to do specifically.You must have missed it. From the notes-
Yeah, and I went through all of them and validated many things from the diff. There was just nothing I needed to do specifically.
Next up for me is many hours of auto plays to view and judge it. Haven't had time yet.
That would be meSorry, that wasn't directed at you, but the person who said that there were no changes to AI in the patch notes.
I am not spending a lot of time on it hoping for a change.I am silently waiting for the development of civ7 both officially and with this mod...
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)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.
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.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.
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RHQ 2.09 Patch Notes
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Added new patch wonders for AI
Brought back building pushes
Increased AI's flexibility to switch from the build queue
Increased AI Settling
Please provide any feedback, happy to adjust.