RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

I also have to say, I watch many autoplays. Before I released the last one, I had watched 10 autoplays in a row without a single crazy forward settle.

That doesn't mean they won't happen, they are leader and civ related, so maybe I didn't roll the right combo, or maybe the terrain conditions didn't match, but I have really seen a massive reduction in it on the latest version.

I could make some videos.
 
Thanks! I was using the latest version (1.05 at that time), but he did it twice (I restarted the same game from settings and went to that spot again). In any case, it's nitpicking, the AI is really much better now :salute:

Right, but I need this information. Can you count the number of resources around the city location, as if there were no owned tiles?

I bet it's a monster city if you completely ignore the fact tiles are owned.
 
I think the safest option is to maybe turn on the option that says changing the mod version breaks saved games.

It needs more testing though. That's the problem. We have to learn what exactly is happening in just the modding. It's all a lot of connected problems.
 
I am going to update the mod with breaks saved games. and try to communicate it.
 
notque updated Artificially Intelligent AI Mod with a new update entry:

Artificially Intelligent - V 1.07 - Affects Saved Games Setting

We've learned that different mod versions break saved games. So I've turned on the setting that it affects saved games.

You will need to complete a game with a current version, and not switch versions in a game.

I would prefer that not be the case, but I don't make the rules.

Hopefully this helps solve the issue I worked on for hours yesterday about saved games.

Read the rest of this update entry...
 
No, that's what initially caused me to further investigate the issue and report it here. This is my timeline...
  • Start a game this morning with v1.06
  • Play until turn 9 when I was being harassed by a hostile independent
  • Reload the same exact game using the auto-save from turn 8
  • Notice that my mods were broken after reloading
Afterward...
  • Completely restart Civ 7, making no changes, and reload the auto-save - mods broken
  • Shutdown and revert to 1.05 - mods broken
  • Remove the AI mod - mods working
  • Reinstate 1.06, but also attempt to remove a few mods from my current list to see if there's a conflict - couldn't track anything down
  • Revert to 1.01 - mods working
  • And this is where I'm at...

I just want to add that I appreciate the mod and the fact that it is attempting to fix these early game issues with Civ 7's AI - I'm just reporting what I'm seeing to help further development (as well as attempt to solve my own issues).

Yeah, I really don't know. I have guesses. I've turned on the "affects saved games" setting in the hopes that will at least help mitigate some of the problems.

I worked all day on it yesterday, and I still don't quite know. If I run 1.06, and start a game... and then save it, and load it, it works fine with all mods.

I will try it again with 1.07 now.
 
I really hope it becomes consistent and reasonable, because I would much prefer working on the AI instead of spending so many hours trying to fix mod issues.

That doesn't mean don't report them, it's just a bit frustrating that I have zero new fixes ready and have still spent all day working on it.
 
Created a game on the latest mod version... All mods working.

Settled a town... saved.... went to main menu... loaded the save... all mods are working.

I have zero issues here.
 
I am streaming auto plays of the latest mod on
for a bit as I watch for things to improve if that kind of thing is interesting to you.
 
I am streaming auto plays of the latest mod on
for a bit as I watch for things to improve if that kind of thing is interesting to you.
Current autoplay.

0 forward settling. 2 stuck armies on the map that I have not touched yet and need to fix.

Lost capital due to army getting stuck on the map.


And I’m auto playing on small, so the two civs in the new world are having to fight all the independents, one has died
 
Second auto play, one boat from an independent Civ took their capital in 30 turns

Boat is stuck on land after taking the capital

Army stuck after taking an independent capital

I see lots of my fixes working. I adore seeing units run and heal. They save their units so
Much better

One forward settle, I think for a natural wonder, but it’s hard for me to know those on the map so…

Settler tried to settle next to someone’s borders, couldn’t, moved somewhere else. But that’s wasted time
 
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The AI needs more operations however the additional behavior trees I think are broken to handle it.

Next auto play I drop the number of operations the AI can have and see the impact

China forward settled their 5th city. I think due to resource diversity. I can turn that down

Independent boats are op, took another city with one boat
 
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Hey @notque I just entered Modern age on deity and given this is my Civ 7 game I am playing extremely slow turn by turn observing and noting everything. (30+ years die hard civ fanatic here) I’ll play today and tomorrow, win this one then start a new Antiquity game.

Any AI behavior you want me to look for and take note of in particular in Modern? I understand you’re focused on Antiquity rn but just in case. Settler wise there are very few settle spots left, even tho but most AI is way under the cap.

(I’d rather focus my attention on helping this mod vs reporting the general bugs to 2k, which the community will do eventually..)
 
Anything and everything you’ve got man.

There is so much broken in antiquity I have to focus there for now. All these things I’m working on will help all ages.
 
Lowering operations did nothing to help the armies get stuck. Lowering the units in the armies did nothing to help them get stuck.

It has to be wait turns in the behavior tree. So I am stopping streaming to do the work on that. I will stream more autoplays when I can test that.
 
I had an issue where I was moving an immortal and archer unit north of my capital and intercepted an IP unpacking its army for an attack on my capital. I attacked them and they didn't fight back at all, they just kept going towards my capital until I killed off about 2 units and retreated while i was picking them off on the retreat and they didn't fight back.

playing on version 1.05
This is exactly what I'm working on now. It's not a bug with my mod, it's a base game bug.

I am currently trying to fix it.
 
yeah it broken my ui mod, not sure about the ia one if it was broken, updated or used the previous version
It's not me though, other modders are saying it's happening to them as well with other mods.

There's something strange happening, and we don't know what.
 
First of all, thanks a lot for the incredible good work. Does the AI get better also at attacking or it gets better only defending/ expanding with this mod?

I read above sometimes the AI armies stops, is this problem solved now?

Thanks a lot for this, I think the AI should be the main focus to improve this, if it can be helpfull in the next days I'll try to give suggestions on what could need a fix (unluckily I don't know how to code mods, otherwise I would help also there)
 
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