RHQ Artificially Intelligent AI Mod

RHQ Artificially Intelligent AI Mod RHQ AI Mod 2.10

So, first of all, I love the mod. AI feels competent, at least early on. Is there a way you'd like feedback to be formatted, or what to focus it on? Or specific gameplay scenarios to check? Time I have is somewhat limited, but I'd love at least provide some help if I can.
 
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!

Following up -- I manually merged this with the "No In-Game 2k Icon" mod by Conexion -- to have a visual representation if the mod is in fact loading.

I'm happy to say over 7 manual saves and re-loads over the last 2 days, that it appears to be properly initializing off of a saved file. A couple of data points:

1 -- It is always also being listed as described here:

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.

2 -- the 2k logo is not showing up (per how the Conexion mod is meant to work)

3 -- The AI does feel much more improved over standard.

Note -- I'm saving my file in crossplay vs locally, and am on a PC (not Mac)

I have not crossed an Era threshhold yet, so that may be a barrier -- however, from my limited testing, I have no reason to believe the mod is not properly loading.
 
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 have all AI declare wars on each other but i cant force them to do it to me. Have you tried it in regular sp?
 
Following up -- I manually merged this with the "No In-Game 2k Icon" mod by Conexion -- to have a visual representation if the mod is in fact loading.

I'm happy to say over 7 manual saves and re-loads over the last 2 days, that it appears to be properly initializing off of a saved file. A couple of data points:

1 -- It is always also being listed as described here:



2 -- the 2k logo is not showing up (per how the Conexion mod is meant to work)

3 -- The AI does feel much more improved over standard.

Note -- I'm saving my file in crossplay vs locally, and am on a PC (not Mac)

I have not crossed an Era threshhold yet, so that may be a barrier -- however, from my limited testing, I have no reason to believe the mod is not properly loading.

My experience is the same. It always works for me. I always see the logs that indicate it's on. I can reload saves. I have no issues.

I have just gotten reports of other people saying the same thing, and it's very challenging to do anything about when everything has, and always has worked for me.
 
both 1.08 (with Behavior Trees) and 1.09 (with them off) were said to not have the AI declare war.

In both cases, I saw the AI declare war in the logs, but I didn't know what else to do. When I don't have any of these problems, I can't troubleshoot them.
 
Note this thread: https://forums.civfanatics.com/threads/ai-not-starting-wars.696134/

Perhaps there's a bug somewhere else in the game, unrelated to the mod, which makes AIs not declare war in some playthroughs, but doesn't show up in others?

EDIT: Nvm the person posting this uses this mod. Apparently my expectation that someone using an AI mod would mention that in a thread asking about the AI behaving weirdly was unreasonable.

For the record, I'm still on 1.07 and there seem to be no issues with war in this version, at least. I'm currently (Exploration Era) fighting a 3v5 world war. Or, well, I made peace with a bunch of my opponents recently. I refused Napoleon though as I want some of his stuff.
 
Yeah, to be clear, it's not that it doesn't declare war, but they tend to do it way less often.
That's a very different report. One indicates a bug in my behavior trees.

The other is a setting change.
 
Hey guys I am taking a short break from playing till next patch but not taking a break from this thread!

As already mentioned before - my last game was also 1.07 and no issues re: war declarations vs human or AI, in both antiquity and exploration.

Another data point for you as you try to make sense of the anecdotes and versions…
 
To go one step further: the question is not if they declare war at all - but if they should do so because they obviously build up the army and the bad relationship (by denouncing), but do not, that's an almost gamebreaking problem (haven't tested with 1.09 yet though, my time is limited)
A similar thing with the weird behaviour toward IPs - even if they're befriending them, they still have to actively fight them as long as they're hostile - but they don't really seem do it.

These are the two reasons why I've gone back to base game AI - for the time being, at least.
1.09 doesn't have the city attack behavior tree, so that's all base game stuff on 1.09.

1.08 does have the city attack behavior tree, and if there's a bug, which I am still not sure if there is, it definitely could be due to my changes.
 
I have played a full game plus half an era into another one on Deity with 1.09 and no declarations of war on me so far so I think something is still not right. They do war with other AIs or my allies though but never with me directly.
1.09 is the base game behavior tree. So that wouldn't include my work which would potentially be a bug there.

That just the base game ai in that respect.
 
I went two full eras in 1.07 with no DOW and then nearly everyone went to war with me at some point in modern. point being it’s hard to make hard judgments off of anecdotal evidence, and games take long enough it’s going to be mostly anecdotal for at least a week after any given update
It's tough to sort out.

It's all sort of anecdotal because even with my code off that could potentially be bugged, people are saying they aren't getting war.

And that's a base game thing, that's not me at that point.
 
Part of the problem as well is I add a lot more defense to ais.

So then, AIs are less likely to attack a city with a lot more defense.
 
Hi, just to clarify which is the best version to play now which works ? 1.07 or 1.09 ?
I would say 1.09.

Although my actual answer is 1.08, if I were playing a game, I'd play on 1.08. But 1.09 if you don't want a potentially bugged Behavior Tree.

I'm taking the week off working on it, so I am not doing any more to validate 1.08 until my week is off, and I evaluate what I want to do here.
 
When I start development again, it will be on version 1.08. Not 1.09.

I will be working more on the Behavior Tree, and validating there are no bugs or issues. But by that time Roman Holiday may have his new version, which would be 1.10

And then I'd just add my Behavior Tree back on top for 1.11

I am full on not giving up the improvements of the Behavior Trees. They are vitally important, even if there is a bug I have to solve.

I only released 1.09 due to reports of bugs in the Behavior Tree. I have not seen them or validated them myself. I'm taking the week off.
 
I've been looking over the code, and noticed this section:


It got me wondering if the problem is maybe not that the AI can't declare war any more, but that for some seemingly unrelated change such as this (I have no idea if it's this, I'm just taking this as an example of my thinking) has caused it to not decide it needs to go to war? Like maybe the AI code in the game decides to go war because you have a city with resources it wants, and if it no longer wants those resources it loses the desire to declare war?

Just a wild guess really, maybe I'll try disabling this in my next game to see if it helps.

No, that has nothing to do with it.

That is a specific desire for resource diversity in a settled location. It only impacts settles.

The issue, if there is one, relates to the actual behavior tree. You can only test it in 1.08, and again, I am not sure there is really an issue.
 
I'm happy to screen share and go over the actual issues, but they are so complicated, no one ever wants to take me up on it, and for good reason.

I can tell you where the exact issue is, if there is an issue. This is not something I have to find.

It's in the declare war, and diplomacy steps of the attack city behavior tree.


I just need a break from working on it. It's only me. I can't talk to others about it because it's so complex it's not very interesting to people. And it's a sort of lonely process spending hours debugging and editing them.

But maybe on Saturday if you want, I can screen share with anyone who would like, and I will take you into the depths that I work in there, and explain to you anything you'd like to know.
 
Another key point is the time to test.

I have to load the game, start a new game, have it run a lot of turns, even on online speed, then look at the logs.

The loop from "test a thing" and "get results" takes time. That's another part of the process which isn't refined well, and just takes a long time to make progress on testing ideas.
 
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