RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

Roman Holiday will take over the next release adding things to improve the AI without Behavior Trees.

My focus on the complex Behavior Trees makes it so simple, reasonable AI changes are getting delayed. I'm going to take a brief break from struggling with them, and hopefully after Roman does a release of improvements, I will get back to work on the City Attack Behavior tree taking what I've learned, and expanding on it.
 
On 1.08 I was also getting no wars and AI refuses all my form alliance requests even with 90+ relationship.
Yeah, I had a bug where I broke the diplomatic declare war stuff. I will work on it again after Roman Holiday releases a group of fixes for other aspects.
 
I’m still playing 1.07 as well and there has been plenty of war declarations in antiquity AND exploration so far, no issues there whatsoever.

1.07 = no out of character/weird behavior I noticed. settling vastly improved, wars happening. But use of commanders not as good, and still timid/weak/ineffective vs IP
 
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It might not be my tree that has broken it. But I need a break from troubleshooting it. I'm going to take the week off and focus on other priorities in life. That gives Roman the opportunity to improve things on his end.

Then when my brain is clear, and I'm not frustrated with it, I can go through it again.

It's very challenging working on these Behavior Trees, and I need a break. It's all good, Roman will add a lot of value for players particularly.

If my tree isn't what broke it, I'll be in a better position in a week to sort that out.
 
I’m also going to take a break until the next patch (so hopefully short break but who knows) because I just uncovered a game breaking bug that ruined my current game and kinda spoiled the fun for me..


 
Ye I also had games with wars on 1.09. But other times they dont happen at all. Maybe its something with denuvo and it happens accross all games and mods haha.
 
Cool mod man.

What I have noticed though is the AI barely or never using air units. Or maybe I just was unlucky with the AI on that regard.

The last version of my behavior tree was supposed to help with that, but I got reports Declaration of Wars was broken, and I am taking a break as it's too challenging for me to work so hard on these things, see logs that say things work, then get reports back they don't.

It's just way too difficult to handle this, and I need a break.
 
Wasn't happening for me in the 1.09 game I've played just this afternoon, had Frederick DoW me unprovoked (no denounce military presence) and the other AIs are warring each other too. So I don't think it's completely broken.

I did have a crash on loading a save, but the next time I loaded it worked. I am also running YnAMP, Sukritact's UI and TCS Improved Tooltips so it's possibly not this mod that's the cause of the crash.
I saw logs that said Declaration of Wars, but I got multiple reports of none.

So I don't know. It may work, and there was confusion. But it's a lot for me to handle.
 
Well, I thought you simply cannot use the mod with a saved game, even with the mod not touched in the mods folder.
That isn't my understanding.

It works on save games for me.. so I have no idea.
 
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I know the number of ranged units defending was increased, but for some reason I still get this a lot, where they just sit behind walls with melee units instead of ranged units pelting me. Is it possible to weight the AI to prefer ranged units more?
I agree, and it was something I tried to work on.

The only option I have is to make the defensive force only ranged, but when I tried that, they got overrun not having melee units.
 
What I don't understand is I have a lot of reports from people that the behavior tree is working, and declarations of war are working.

I'm definitely taking the week off, but having clear feedback on what works, and what doesn't would be a big help.

It's just too difficult working on these complex behavior trees and then getting reports things aren't working.
 
For me it is hard to verify if your AI mod is working still when game is loaded from save.
What I see is that some other mod do NOT work when game is loaded from save - like Discovery lens mod, for instance...
And I’ve spent hours on it. I do not see why.
 
I'm not sure it's broken even from new reports coming in.

I will wait until Saturday to look at it again from whatever feedback comes in from now and then. Unless Roman wants to turn it back on, he is in control of the next release.
 
@notque -- you absolutely deserve a break from all of your hard work. It is very much appreciated, admired and welcomed.

I know from personal experience sometimes walking away for a bit clears my head and allows me to retackle the problem fresh.

And one other thought -- I think the community needs the mod to be out for about a week as well to get a sense for how it really is working with a large enough sample size. I also think playstyles have a lot to do with feedback as well -- not the obvious what leader/civ I am playing or others are playing, but how one plays. When just AI vs AI, there is a certain style that is played and you are likely seeing a lot more behavior you want to see. Now with humans into the mix, that variable changes all others pretty dramatically. Not because the AI might know it is a human, but rather because a human is going to do things and play the game in a way the AI would never play.

I'm not sure it's broken even from new reports coming in.

I will wait until Saturday to look at it again from whatever feedback comes in from now and then. Unless Roman wants to turn it back on, he is in control of the next release.

I agree -- it probably isn't "broken" but rather just now outside of the controlled laboratory, and a need for more data to come back.

For me it is hard to verify if your AI mod is working still when game is loaded from save.
What I see is that some other mod do NOT work when game is loaded from save - like Discovery lens mod, for instance...

@V. Soma -- I have not experienced this yet with the UI related mods, though I do not have the Discovery lens mod.

One thing I am going to do in my next game is "manually merge" this mod with a simple UI mod into the same mod prior to game launch. Then on re-load of saves, I am anticipating that if the mod is not loaded from save, I will be able to quickly tell because the UI mod is also not loaded.

It is a shame that we cannot easily tell if a mod survived the load -- I'm sure the log files would show it but I don't want to have to dig thru log files each and every time there is a re-load of a save.
 
@notque -- you absolutely deserve a break from all of your hard work. It is very much appreciated, admired and welcomed.

I know from personal experience sometimes walking away for a bit clears my head and allows me to retackle the problem fresh.

And one other thought -- I think the community needs the mod to be out for about a week as well to get a sense for how it really is working with a large enough sample size. I also think playstyles have a lot to do with feedback as well -- not the obvious what leader/civ I am playing or others are playing, but how one plays. When just AI vs AI, there is a certain style that is played and you are likely seeing a lot more behavior you want to see. Now with humans into the mix, that variable changes all others pretty dramatically. Not because the AI might know it is a human, but rather because a human is going to do things and play the game in a way the AI would never play.



I agree -- it probably isn't "broken" but rather just now outside of the controlled laboratory, and a need for more data to come back.



@V. Soma -- I have not experienced this yet with the UI related mods, though I do not have the Discovery lens mod.

One thing I am going to do in my next game is "manually merge" this mod with a simple UI mod into the same mod prior to game launch. Then on re-load of saves, I am anticipating that if the mod is not loaded from save, I will be able to quickly tell because the UI mod is also not loaded.

It is a shame that we cannot easily tell if a mod survived the load -- I'm sure the log files would show it but I don't want to have to dig thru log files each and every time there is a re-load of a save.
In case it’s any help, one thing I noticed: in the very beginning first version of this mod, when I went to load a game (saved w the mod), this mod’s name would not appear under the DLCs/Mods list as associated with that save (right hand side of load screen). (But we still assumed it was on because it was listed under additional content)

Then starting about a week ago, it started appearing - when I go to load a saved game, it lists the leader packs etc as well as this mod as associated with that saved game.
 
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In case it’s any help, one thing I noticed: in the very beginning first version of this mod, when I went to load a game (saved w the mod), this mod’s name would not appear under the DLCs/Mods list as associated with that save (right hand side of load screen). (But we still assumed it was on because it was listed under additional content)

Then starting about a week ago, it started appearing - when I go to load a saved game, it lists the leader packs etc as well as this mod as associated with that saved game.
I have seen that as well -- which is why I think it -is- loading and active.

when I get a chance, I'm going to create a "slightly modified" version that gives a visual clue that it is loaded. I'm thinking about merging with the mod that removes the 2k logo from the top of the screen, as that would never be in any conflict and will be an easy clue for me if it didn't load on a save.

Or one other thing that @notque (or roman holiday) could do is just put a version # on the top row like Roman Holiday has on his Civ 6 AI mod -- then it is easy to know that it was loaded!
 
My best
Next week I’m going to start playing around with game files to get more customization of AI bonuses. I’m looking at gold/production bonuses to unit productions as something that would work well with this mod. Also might need to give them extra science and/or culture per age to stay competitive when I play above the settlement limit.

Is this something that romanholiday is planning to add? If not, I’d be happy to make a mod out of this.
That sounds like a custom difficulty mod which existed (or still exists) for Civ 6. I used those a lot in the past great idea.

I understand this mod is about improving AI behavior without giving it any extra material bonuses
 

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To be clear, I had the mod loaded at the start of the game. I just take multiple sessions to complete a Civ game. Unless you're saying the mod breaks whenever load the game after saving and quitting.
That does not happen for me. Other people said it did for them. I cannot verify or fix it because it does not happen for me.

The mod works perfectly fine for me.
 
I'm curious to see what improvements could be done to trading and priority usage of influence. I haven't found a good way in firetuner to watch for traded resources and resource assignments to cities/towns. Do AI civs get to utilize the Attribute points in the tech/civic trees? There are massive gains to be had on the flat +1 per imported resource combined with merchant spam and I wonder if the AI is able to exploit that for its own gain
 
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