RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

This is good to see.

I think you have hit the 2 of the 3 core issues that I have with the AI -- Settling, City Attack/Defend/etc. The one that is still frustrating is the AI not declaring war when they are furious (or whatever the final state of bad is) and you have a city or two ripe for the taking. In my current game, Frederick of Prussia had 3 cities virtually surrounding an enclave type city I had, he has been furious with me for 2 ages, I have had one unit stationed in the city, and nothing. It just makes it too easy when you don't have to actively defend against a threat.
Yes. It's getting stuck on the check to determine if it needs to unpack the army.

That is literally what I am trying to solve, and it's driving me a bit crazy. So going to walk away for a little bit, and start from scratch again.

I've had versions where it works a little bit better in one way or another, but none that entirely fix it.
 
@notque the latest version downloaded says 1.06 not 1.07 , does that matter/intended? ( mod info file and in-game also)
 
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I figured out the problem. It looked like a behavior tree issue, but in reality the operation for the tree was trying to recruit migrant units for the attack and failing.

I hate everything about this
Oh wow, the migrant! Probably coz it didn’t exist in the Civ 6 code and they forgot to adjust the code lol. (You’d think itd exclude civilians by default?)

You hate it meaning it is not fixable?
 
Oh wow, the migrant! Probably coz it didn’t exist in the Civ 6 code and they forgot to adjust the code lol. (You’d think itd exclude civilians by default?)

You hate it meaning it is not fixable?
No, I’m just frustrated I wasted so many hours on what was ultimately straightforward
 
Its actually crazy that firaxis didnt fix it in first hours after release. But I guess people like to win..
 
Its actually crazy that firaxis didnt fix it in first hours after release. But I guess people like to win..

Indeed, it's quite intriguing :) Despite having all the necessary resources like developers and documentation, they didn't take a few days to address such bugs. This might have improved the game's reception at launch, possibly increasing positive reviews from 50% to 60% or something. I donno.
 
ye world is crazy. I would argue they probably left it on purpose like that just so people could brag that they beat deity and there is nothing in this game that can stand against them.
 
Found this mod while surfing web, but realized it is not on Steam Workshop? I hope you will upload it there.

Have not tried it yet, but sounds great. Will give it a try.

I hope you keep it all under control and systematic. Some other ai mods grow too big and lose the appeal for me.

I am trying to tweak ai behaviour for coastal raids for barbarians and major/minor civs included. It already works kind of, but not as intended.

Ofc the entire game is full of unfinished elements. The game was overrated since day 1 and overpriced. Sadly. They have been on this genre for what 30years? And they never fixed anything really. "Instead they made more DLC's to an unfinished and broken game?"
Steam Workshop doesn't exist yet for Civilization 7, which is why we are here.
 
Is it within reach for you to do something about the AI's unwillingness to settle in the center of continents? I'm getting annoyed at the constant empty spaces like this even while AIs are desperately cramming settlements into every coastal nook and cranny they can find that is legal to settle.

Spoiler :

1739979637959.png

 
Is it within reach for you to do something about the AI's unwillingness to settle in the center of continents? I'm getting annoyed at the constant empty spaces like this even while AIs are desperately cramming settlements into every coastal nook and cranny they can find that is legal to settle.

Yes, it's in the unreleased version. Next release includes it
 
It's all good. I'm sorry, I just want to make sure it's an improvement that is meaningful and useful for everyone.

That takes time.
No worries, keeping fingers crossed for you! :)

This + UI + map generator are probably the Big Three Issues to be solved asap. While I believe UI will be handled by the devs I'm not that sure about the other two.
 
This + UI + map generator are probably the Big Three Issues to be solved asap. While I believe UI will be handled by the devs I'm not that sure about the other two.

I'm fully expecting there to be a ton more map scripts released in time. Civ VI started with like, six or eight of them and has what, twenty-five or something now?

Also, Fractal already creates quite a bit more interesting maps than Continents Plus, although you still have the homelands - islands - distant lands - islands division.
 
Been playing with 1.07 and, like others, having a great time - great work, so far. 👍

Two things...
  1. I've noticed that there are still a few AI Settlers that are hanging out in the front lines during wars. Whether this is due to space constraints in the AI's territory or whether they're still trying to use them as a combat unit, is unknown to me.
  2. I did want to ask if 1.07 keeps the AI from settling a city where the city center actually touches the border of an opposing civilization (image attached)? I feel like this is such terrible behavior that I saw when I first began playing the game, but I didn't notice anything related to it listed in the Settlement Logic Updates section of this mod's description. If not, is this planned for the next update? If not the next update, is it planned, at all?
The attached image was from when I was running either 1.01 or 1.02 of this mod.
I just don't know what I can do about it. The game code checks all titles in a 3 ring radius to determine it, even if owned.

That has to be fixed by Firaxis.
 
We have >100 hours of playing this version on LAN, our goal being to eventually tag team up against AI (want them that smart) instead of a non-aggression pact between each other. So fully support "make them AI children smarter"

One thing we noticed in the past 48 was that the AI is settling too close to itself (versus w/o the mod ... in the boonies or across the continent). Large map, Sovereign difficulty, 12 natural wonders ... particularly suspect on landmass 2 with 5/3 settings on player distribution via maps.xml

Is this the controlling bit of code, to "make them spread out a bit" more ... increasing it to 3 for nodes 26 and 32?

26 and 32 are the Non-moving turn limit. It's the number of turns to tolerate the Settler waiting there for some other action (like an escort)

I've found that having it as low as possible gives the Settler the best chance to get a settle down. It will grab an escort often, so it isn't shutting off escorts, but it's saying, let's not sit around all day, and instead get to a settle spot, and make a settle.
 
My hope is today I will get to release the next version. It is my Birthday, and I have some grace for time to work on things. Provided I can get a clean version of things going. Last nights tests and work were promising.
 
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