RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

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)

They are better at some parts of attacking. I am working on more attacking now. Each part I have to focus and spend hours on. The AI armies stopping is not solved, I am working on it now.
 
Is there any way to set the AI behavior based on the total enemy strength? I think this would help the AI a lot to understand when they must attack or defend.

Also, how do you spectate only AI matches? Just for curiosity, I would watch them too in order to see how to improve AI
 
Is there any way to set the AI behavior based on the total enemy strength? I think this would help the AI a lot to understand when they must attack or defend.

Also, how do you spectate only AI matches? Just for curiosity, I would watch them too in order to see how to improve AI
Yes, and the mod does.

That isn't the problem. It's behavior trees which I'm working on.

Read in the tutorials how to autoplay
 
Yes, and the mod does.

That isn't the problem. It's behavior trees which I'm working on.

Read in the tutorials how to autoplay
Thanks. Sorry maybe stupid question, what tutorial are you referring to?
Tomorrow I'll download the mod
 
Thanks. Sorry maybe stupid question, what tutorial are you referring to?
Tomorrow I'll download the mod
 
I'm starting to get excited seeing the attack changes in action.

I think the next update will just be focused on a complete overhaul of attacking, defending. Basically units.
 
Is it only if you use other mods you cant update this mod in a current game?
I think so, but I don't know. It works for me when I do it. It's other people with the problem, and I don't have logs about it.
 
Thanks for this! I’ve tried it a few games and there are no wars in them, not ai vs ai and no aggression vs me even though both amina and napoleon are hostile and they are usually trigger happy. Which made me start a new game with this disabled and wars are back on the menu, boys.

Could be several coincidences but they kinda seem like a bug, I’m using several other ui mods and ynamp map, could this be some conflict?
It's not a conflict. I made the AI less excited to get into wars because their behavior was completely broken.

It's already back to the settings it was at, because I fixed the AI using commanders. But I still have a lot of work to do to get this nice. There are a ton of bugs.
 
I mean, it's back to the settings it was at in my unreleased version with the fixes to make the ai use commanders properly.
 
Thanks for your swift response - so it's back to being excited to get into wars now? I didn't understand completely. I think while being slightly more "unrealistic" the AIs being a bit more prone to wars is better for the gameplay - gaming the diplomacy modifiers is kind of too easy without some unpredictability mixed in

I agree with you. But if more wars makes the AI worse, I have to discourage wars. It's not a game design decision, but a gameplay decision.

But I'm fixing AI wars, so then more wars is good for the AI. So it goes back.

It's all in my development version. It is not available for download. I have more to do before I release the next version.
 
I'm about to start a brand new game soon later today too. New version coming?

Just finished my first Civ 7 deity game by T57, CV. Assuming you have a good base from the Exploration age, it's way too easy to laser focus on buying explorers from turn 1 and hoarde 15 artifacts (I had 25+ by the end, and 16 explorers 4 per continent). The designers must make artifacts more scarce otherwise this assymetry makes other victories (and 70% of modern age) irreleavant. Like how it used to be with missionaries and RV in Civ 6.

That said, a few of the AI were 1/3 thru the econ & science victory paths, and were probably ~ 40-50 turns behind and would have won by ~T100ish. Not horrible.

As far as this mod, because I played the first two ages pre-mod can't really comment. In the 57 turns I played in Modern with this mod ON, the AI's DID declare wars on each other once Ideologies were adopted. Didn't get to watch any fights though - I just collected my artfacts and ran lol. But didn't see any weird behavior either. (except how they love stacking 10 explorers on top of each other - overbuild?)

Pscyhed to start a new game with this mod and see how the AI plays in Antiquity!
 
When can we expect next version? I am planning to play my very first game, and I am not to have much playing time on my hand...

I'm not sure. I'm making a lot of progress fixing core bugs right now. I am going to continue to work on those, and we'll see.

Sorry I can't answer, I'd like people to be very impressed with it.
 
I started a new game on your latest today, and just wanted to say it's awesome! This is my 5th or 6th deity game in civ7, and it's the first one that has actually felt like deity should. Every time I send out a settler to a great spot, the AI nabs it before I get there. They're prioritizing the same stuff I do, the actual good stuff. It actually feels like a race now!

That's awesome! That's the point! Current focus is AI war, and fixing additional settlers bugs.
 
I'm about to start a brand new game soon later today too. New version coming?

Just finished my first Civ 7 deity game by T57, CV. Assuming you have a good base from the Exploration age, it's way too easy to laser focus on buying explorers from turn 1 and hoarde 15 artifacts (I had 25+ by the end, and 16 explorers 4 per continent). The designers must make artifacts more scarce otherwise this assymetry makes other victories (and 70% of modern age) irreleavant. Like how it used to be with missionaries and RV in Civ 6.

That said, a few of the AI were 1/3 thru the econ & science victory paths, and were probably ~ 40-50 turns behind and would have won by ~T100ish. Not horrible.

As far as this mod, because I played the first two ages pre-mod can't really comment. In the 57 turns I played in Modern with this mod ON, the AI's DID declare wars on each other once Ideologies were adopted. Didn't get to watch any fights though - I just collected my artfacts and ran lol. But didn't see any weird behavior either. (except how they love stacking 10 explorers on top of each other - overbuild?)

Pscyhed to start a new game with this mod and see how the AI plays in Antiquity!

I'm sorry, I cannot fix Artifacts. That's outside of my control in many ways. Firaxis is in control of that.
 
One thing I've noticed in the current version, is that two AIs who started in the old world with me have gotten completely wrecked by independents in the ancient era. Xerxes of all people actually lost his capital and had two other cities razed. It seems like they may be under-prioritizing defense, because there weren't even any militaristic independents nearby, they got destroyed by likely just a couple slingers.

Yep, I'm aware. At the moment, the stuff I'm working on is vastly more important priority wise. Just trust me.
 
I am streaming auto play tests while I work on the ai if that kind of thing is interesting to you.

 
Thanks so much for all your work! Just started a new game and the difference is immediately apparent in the best ways.

I did run into this interesting moment, which may or may not be of use:
I had an AI forward settle me really aggressively, like, actually took tiles from my capital. So, I decided to take the town and a couple of meh towns on the way to his capital.
By about the third town, his outnumbered armies started retreating, and I took his capital with 0 resistance. A dozen turns later following peace, I scout out what he's up to and...
He's build a sizable army and is cowering in the corner?? I could march right into his city. There's also a settler of his that keeps trying to move north, but the independent people up there are spamming units and the settler seems confused.
I don't know if this is mod related, base game related (probably), or a combo, but maybe it'll provide a useful anecdote. (Settler not pictured; it wandered south briefly out of LOS before coming back)

Again, your work is incredibly impressive and appreciated. The game is already so much better!

Those are issues I am working on with the next version. I have worked all day on it, there's a lot.
 
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