What Would Gandhi Do? - AI Rebalancing Mod

It's incorporated into TBC.

Any chance of a standalone release or update? I've never managed to get TBC to work well.
 
Yow I downloaded this mod sum time back, I have civ V version .163 I think. When I play the game and click on an AI leader and select "Discuss" nothing shows up, rather the leader screen says "Anything else". Tried new game with different leaders, all say the same. Got no other mods installed. Any ideas?
 
May I recommend completely eliminating the 'winning the game in the same way' modifier?
 
What a jerk.

(I just reloaded the game after months of downtime. Whispers of a full SDK on the horizon has garnered some interest again. Still not sure at what level I will be modding until then)
 
Some bugs I have noticed

I cannot denounce other players
When another player denouces me or talks to me I see no text

Thats all I've noticed other than they dont bother you if you are going for cultural
 
Some bugs I have noticed

I cannot denounce other players
When another player denouces me or talks to me I see no text

Thats all I've noticed other than they dont bother you if you are going for cultural

This happened to me a long time ago - I think due to using an incompatible version of InfoAddict. If you're using the current VEM mod, try clearing your cache and ModUSerData.
 
What I would recommend doing for that modifier is just renaming its text...I did the same in my mod (which I think got broken by something...?) that just renames it to "Our interests conflict". It doesn't help gameplay wise, but it makes it a little less immersion breaking.
 
This happened to me a long time ago - I think due to using an incompatible version of InfoAddict. If you're using the current VEM mod, try clearing your cache and ModUSerData.

This is the only mod I'm using and it was the first time I had used it that I noticed these issues
 
I like the mod so far. Playing with the latest civ5 version, and only this ai mod. My only complaint right now seems to be the AI still creates too many cities, expands its empire too much, and doesn't seem to have a lot of money for troops. Even though they still are war mongerers, they don't have the troops to back it up like they used to. Also it seems the fighting ai isn't too strong, they send battleships to my cities but never attack land? They just sit there. One more thing, my crossbowman can take out a battleship in a few hits. That doesn't seem right.

edit; Looks like the battleship fires on my units but not a city? It should at least bombard a city instead of sitting there getting hit by a crossbowman who's in side my city
 
My only complaint right now seems to be the AI still creates too many cities, expands its empire too much, and doesn't seem to have a lot of money for troops. Even though they still are war mongerers, they don't have the troops to back it up like they used to.

WWGD makes the AI less war-happy, but more from giving added weight to positive relationships. My understanding is that it also eliminates the initial (undocumented) AI happiness bonus. This means that if they expand quickly, they will produce less than before. However, the AI as a group are balanced so that only some civs each game expand aggressively. And as a whole, the AI seems to expand more slowly with WWGD.

Also it seems the fighting ai isn't too strong, they send battleships to my cities but never attack land? They just sit there.

AI combat tactics are its biggest weakness, and naval tactics are almost non-existent. This has nothing to do with WWGD, though.

One more thing, my crossbowman can take out a battleship in a few hits. That doesn't seem right.

That is odd - but again, unconnected to WWGD.
 
Never mind about the battleship, it started firing on its second turn, not sure why it sat there for one turn while being hit.

You are right I am noticing some penalties with a very expanding AI. It's so much better now, instead of 1000 units, an expanding Ai has only half that. Much more enjoyable.

So is there nothing that can be done about battle tactics? Everything else seems almost perfect.

Any updates planned for the future?

Thanks for the help
 
One last thing, rocket artillery should be able to stop guided missiles. Is this possible to add?
 
So is there nothing that can be done about battle tactics? Everything else seems almost perfect.

Any updates planned for the future?

One last thing, rocket artillery should be able to stop guided missiles. Is this possible to add?

WWGD doesn't attempt to address tactics - only diplomacy and the undocumented AI happiness bonus. This mod has been incorporated into - and further developed - in the Vanilla Enhanced Mod (VEM). This mod addresses tactics to the degree that present coding access allows, as well as just about every other part of the game. It even has its own forum and subforums. You should give it a try.
 
WWGD doesn't attempt to address tactics - only diplomacy and the undocumented AI happiness bonus. This mod has been incorporated into - and further developed - in the Vanilla Enhanced Mod (VEM). This mod addresses tactics to the degree that present coding access allows, as well as just about every other part of the game. It even has its own forum and subforums. You should give it a try.

Does that mean no more updates here? I see the gap in development(which is fine) but has the owner changed, or is it just bundled as well?
 
Does that mean no more updates here? I see the gap in development(which is fine) but has the owner changed, or is it just bundled as well?

It's now bundled with VEM, and I don't think Sneaks intends to do any more work on it as a stand-alone, at least until there's DLL access. He's working on his other mod when he has time. Thalassicus has further modded WWGD since it was incorporated into VEM.
 
Thanks for the tip. I Just tried it and really enjoy the mod so far. Do you happen to know if the VEM turns down the amount of nukes the AI uses later on in the game?
 
Back
Top Bottom