RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

FYI the latest version seems to disable all other mods or stop them from loading when loading a save file? If I disable this mod, all the others load but with it enabled none of them do. This is with both new saves made today and with one from last night. Everything seems to work fine when you start a new game, it’s just loading saves that seems to be the issue?

I rolled back to a previous version (1.01 in the modinfo file) and everything loads just fine so something seems to have changed in the new version
That is very unintended. Time to do an emergency patch once I figure out why.

We moved to a SQL file and an XML file instead of just XML, and the modinfo had several changes. I will have to sort that out.
 
Can confirm, experiencing the same issue on my multiplayer saves, and reverting the version fixed the load. I was interested if the changelog.txt or the folder name change had something to do with it, but removing the .txt or and leaving the old folder name didn't resolve the issues either
 
Yeah, it's really weird. There's very little in there. I will try messing with settings and see if I can sort it out
 
notque updated Artificially Intelligent AI Mod with a new update entry:

Artificially Intelligent - V 1.05

Important Note: You must delete any other folder and version of this mod from your mods directory on this release.

Then copy it in. You cannot have it there, and overwrite the files.

We had a difficult and confusing situation with loading based around mod ids being held for some reason. I am still not exactly sure why.

The actual gameplay is stellar though. Please provide me your feedback.

Core AI Behavior Changes:
- Settler units now move more aggressively. Non-moving turn limit...

Read the rest of this update entry...
 
in 1.0.1, AI forward settle recklessly, either sending their settler beyond ennemy line 20+ tiles aways unprotected to die vs barbarians, or doing the same but dying to me as they are crossing my territory while we are at war

Also when forward settling with one unit somwehere around but not quite on it and succeeding in forward settling, it result in war against me (i won easily) as they settled next to me for some reason while they had good stuff close to them. They should take in consideration settling close to their lands more in age 1 at least

1.0.5 has less forward settling, give it a try, give me your feedback.
 
I added this to ai.modinfo
Code:
    <Dependencies>
        <Mod id="base-standard" title="LOC_MODULE_BASE_STANDARD_NAME"/>
        <Mod id="age-antiquity" title="LOC_MODULE_AGE_ANTIQUITY_NAME"/>
        <Mod id="age-exploration" title="LOC_MODULE_AGE_EXPLORATION_NAME"/>
        <Mod id="age-modern" title="LOC_MODULE_AGE_MODERN_NAME"/>
    </Dependencies>
copied it from version 1.02
and replaced
Code:
    <Dependencies>
        <Mod id="base-standard" title="LOC_MODULE_BASE_STANDARD_NAME"/>
    </Dependencies>
made the mod work for me, i have no clue why
Okay, I can add that back in. I was trying to fix the previous issue.
 
Ibn is on the bottom left, he's sending a settler right next to my capital. At least he did the same to Xerxes.

I don't see anything specific that would cause Ibn Battuta to do that.

What Civ is he? The Civ might have a trait for that.
 
I tried upgrading from the an older release of your mod to the latest in a game in-progress, and it appears to have broken Sukirtact's UI mod (the only other mod I have except a map). Not sure if this mod itself is working, but I did follow the instructions of deleting the old version first before copying this one in.
I don't understand how. That's one of the frustrating things I'm finding out about mods.

I'm running Sukirtact's UI mod and it works fine. I will try it again as I just added the other ages to dependencies. Maybe that is it. I'm just unsure.
 
I tried upgrading from the an older release of your mod to the latest in a game in-progress, and it appears to have broken Sukirtact's UI mod (the only other mod I have except a map). Not sure if this mod itself is working, but I did follow the instructions of deleting the old version first before copying this one in.
I create a game, it's working for me using the mod. I'm not sure. I'll check the logs as well...
[2025-02-15 01:49:27] game-suk-simple-ui-always (UpdateText)
[2025-02-15 01:49:27] Creating database save point.
[2025-02-15 01:49:27] Loading text/Suk_Simple_UI_Adjustments_Text.sql
[2025-02-15 01:49:27] Successfully released save point.
[2025-02-15 01:49:27] game-suk-simple-ui-always (ImportFiles)
[2025-02-15 01:49:27] Loading ui/unit-flags/unit-flags.js
[2025-02-15 01:49:27] Loading ui/unit-flags/unit-flags-independent-powers.js
[2025-02-15 01:49:27] Loading ui/tooltips/plot-tooltip.js
[2025-02-15 01:49:27] Loading ui/city-banners/city-banners.js
[2025-02-15 01:49:27] notque-ai-base (UpdateDatabase)
[2025-02-15 01:49:27] Loading modules/data/ai_trees.xml
[2025-02-15 01:49:27] Loading modules/data/art_intelligence_core.sql
[2025-02-15 01:49:27] Modding Framework - Finished applying actions
[2025-02-15 01:49:27] Applied all components of enabled mods.
[2025-02-15 01:49:27] Localization database has been updated

Looks correct to me.
 
Hi Guys,

what about these aircraft carriers? Does AI build them? :)

Asking out of curiosity. It would be cool to have a bunch of carriers fitghting :)
I don't know, I haven't focused on it yet. Would be cool to see what happens.
 
City reccomendation might need tweaking, i assuem thats what AI uses

It recommends me for "near callied city": yes, "yields" and "resources' no, i assume it takes in considerations tiles already exploited by other citites...

ALthough the spot is tempting for "take the spot before somoene else does"

I understand. Yes, it takes in titles it can't take that are already owned. I can't change that though, that's in the DLL.

We have 2 different options, the 1 ring around a city, and the 3 tile ring it's possible a city to grow to.

I've thought about it, obviously the fix is in the DLL for Firaxis to not consider owned titles. But I can't do that. I could try to make the 1 ring around the city more important, but even then, it isn't going to be a massive change because it's calling to the DLL, and it's doing something we logically don't want.
 
Yesterday he added back some stuff to the mod info that broke the game saved with 1.05 which didn't have them (but fixing the ones that did have them from the earlier versions).

Yes, I'm sorry for the difficulty, but you have to understand, we are learning both the modding options, and what we are trying to do, all at the same time.

This is so early in development. We have no sdk. We have no documentation. We are all just trying things and hoping.

I'm sorry this is challenging, I spent all day trying to sort it out, and ended up breaking my config, and having to reset it.

I just don't know what the answer here is, except stay as consistent as possible, and don't touch anything.
 
I know the save bug that's breaking other mods was supposedly fixed in 1.05, but this morning I'm running into it again with both 1.05 and 1.06 when reloading an auto-save from just turn 8 of my game, and when reverting back to 1.01 (or removing the AI mod entirely) the issue is no longer present. I'm unsure of what other details to provide (e.g. logs), but here are my current mods and game settings:



Game Settings:

If you start with 1.06, and then load a game, does it load?

If so, I think we stay on the config of 1.06 and maybe I just set that saves are not compatible unless using the same version. That could very well be the problem.

We are flying in the sky while also building the plane.
 
Just played a little bit with newest version. First game i was forwarded on badly, two cities next to capital. Started over and it was the best game yet. War was engaging and challenging. Definitely see a difference in AI in movements and strategy. Excellent mod so far. Good job

I will note on the first game it was napoleon who placed two cities next to capital. Is he just an a$$? Lol. I think he had the capital and just those two cities, it was very early

This is the thing. Sometimes the leader, or the Civ are just asses. But I need both the leader, and the Civ to figure out why they are doing it.

So every report of I got forward settled, needs at minimum the leader, and the civ.

But really, I also need a photo of the map, because sometimes people think a settle is forward, that is actually quite reasonable.

The difference between a bad forward, and a good forward to me, is the number of tiles from their last city when they settled. Anything within Trade Route range, I consider fine (10 tiles)

So if you see a road going to his other city, I personally don't consider that the same forward settle, as the bugs where they literally walk across the map and settle next to you.
 

Okay, Aksum's info

He has two settings to go after coast. In the latest version, I dropped his desire to go after this dramatically. So if you're using the latest version, then it isn't that reason....

If you aren't, that would be the reason I would guess at. His desire for resources is also higher, it looks like he's a civ whose trying to get resource tiles.

And since the DLL doesn't take plot ownership into account, he thinks when he's settling, he's getting all the resources within 3 tiles of his city.

Some of this ultimately comes down to Firaxis has to fix that.
 
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