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.On 1.08 I was also getting no wars and AI refuses all my form alliance requests even with 90+ relationship.
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.
I saw logs that said Declaration of Wars, but I got multiple reports of none.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.
That isn't my understanding.Well, I thought you simply cannot use the mod with a saved game, even with the mod not touched in the mods folder.
I agree, and it was something I tried to work on.View attachment 721808
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?
And I’ve spent hours on it. I do not see why.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...
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.
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...
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)@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.
I have seen that as well -- which is why I think it -is- loading and active.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.
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.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 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.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.