Still can't get the AI to build nukes

jimbob27

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I've been scanning the xmls for a while, and have fiddled with a few things, but haven't had any sucess in getting the AI to build any nukes.

If anyone could help me, i'd much appreciate it. I want to have the agressive civs beeline for fission and rocketry, and then build a ton of nukes. Theres something stopping them using them at the moment. It feels so cheap to use them when the AI can't use them back. If anyone can help me reactivate them I'd be very grateful.
 
Well, from what I can tell the AI code to build and use nukes is... terrible. I am planning to rectify this through my MAD Nukes mod.
 
That's odd. I recall in one of my first games, I got nuked by an AI in retalliation for nuking them. Usually, though, the darn nuclear non-proliferation resolution gets passed before anyone uses any nukes in my games.
 
I was nuked in the early days too, but never once the patches started coming out...

I get the feeling Firaxis put nukes in because they had to, but didn't really want to, and subsequently did everything they could to ensure they would never actually get used. Though 1.61 did make SDI more expensive, which is good...
 
Looking at the SDK, from what I can tell the reason the AI doesn't build nukes, is because there's no condition telling the AI when to build nukes.

If someone wants to look into it (as I won't have a chance for a few weeks), in CvCityAI.cpp function void CvCityAI::AI_chooseProduction()

Maybe for test purposes, change the UNITAI_ value in the units xml file to UNITAI_ATTACK.

Dale
 
Dale said:
If someone wants to look into it (as I won't have a chance for a few weeks), in CvCityAI.cpp function void CvCityAI::AI_chooseProduction()
Didn't TheLopez say he was already doing it? [advert] We're planning to bundle the AI mods he does into the CEP, so hopefully this issue will go away.[/advert]
 
The Great Apple said:
Didn't TheLopaz
TheLopaz? :rolleyes:

The Great Apple said:
say he was already doing it? [advert] We're planning to bundle the AI mods he does into the CEP, so hopefully this issue will go away.[/advert]
Yep, I also said that I was going to do the ranged bombardment mod too but Dale is doing that one as well.

Oh well. I guess we can't have too many of the same types of mods.
 
Thats good news. I'm glad I'm not the only one annoyed about this. In the previous games, a lot of the time the AI would build a ton of nukes, and the moment you declare war, they'd fire them at all your cities. I want everybody except perhaps ghandi to be building them asap.

It seems the code for the AI to use nukes seems alright. When I've given them some in worldbuilder they seem to be able to use them fine, its just i've never seen any of them build one themselves. They fire them instantly if there are barbarian cities on the map, but if no barbs is selected, they seem to be able to use them fine.

The lopez, I assume you haven't changed the AI's building behaviour in the current version of your mod? I downloaded it and had a little look, but if I'm the only one building your super-nukes, it's just going to further my frustrations. At the moment using regular nukes, I can usually wipe out the whole world in the short window before they start building SDI and bunkers, so if I make the nukes better its just going to make it even easier.
 
TheLopez said:
Yep, I also said that I was going to do the ranged bombardment mod too but Dale is doing that one as well.

That's because I need an SDK implemented version, not python (like yours) for the stack attack I'm doing. It won't be seperate, its tied into stack attack where yours is seperate.

Dale
 
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