Hey,
I downloaded the newest version of this today. I get a file named wiser_orcs_033_d_005.zip, inside of which there is a directory named Wiser Orcs 033.c 003. I guess you zipped the wrong dir?
[to_xp]Gekko;7265273 said:thans for all you're doing xanaqui42, a better AI is invaluable for a better game. this should really be in base FFH2 imho. looking forward to the next releases that will bring this to patch G![]()
Question: Which of the following would be better:Next I'd add Arrays of Unit/Building Infos with AI weight values which will add to the basic AI Weight Values.
[to_xp]Gekko;7268384 said:xanaqui42, while you're adding "flavours" for the AI, you could probably address this issue:
the algorithm with which the AI civs choose a religion is still the same as the original civ, in which religion was basically just for making friends. this means that the AIs will happily convert to a very unflavourful religion if it happens to spread to just one of their cities. this doesn't make sense in FFH, and adding "religious flavour" to each leader would be great![]()
Presently, our goal is to re-enforce that; concentration on magic weakens an AI player. Once we get to working on Magic AI, we'll re-enable it - and in the meantime, we can work on priestly spells.Right now, it seems to pretty much ignore it.
The next release will work significantly on religions, although it won't be complete by any measure. However, the description you have (religion by alignment) is only one of the algorithms we're using. Also, roughly 1/2 or so of civilizations will use the old algorithm.And (thought a few people have commented on this already) religions-I had one game where the Luichurp (a good civ, mind you) adopted AV when it was in maybe half his cities and a good number of them also had Empyrion in many of them-the AI should be changed so evil religions (AV, to a lesser extent OO and Esus) are avoided by good civs, and likewise good religions (Order, Empyrion, maybe Runes) by evil civs.
Can you describe this problem more specifically? Does it have problems in putting cities near water, in naval combat, in moving troops between islands/continents, researching naval technology, or something else?Oh, and the AI can't grasp that the Lanun are a water-based civ, and tries to play them like a normal land-based one, even when its in the middle of a bunch of islands.
Glad to here your working on this, and I'm looking forward to trying it out. Just curious-are you planning on having civs favor specific religions (Order for Bannor, for instance).
This sounds like multiple problems:The problem I mentioned with the Lanun happened when I played this map (http://forums.civfanatics.com/showthread.php?t=236321). It puts the Lanun on a largish island, mostly covered with jungle but with one good city spot, in the middle of an archipelago. The Lanun AI, instead of doing what a human would do (rush naval technologies and settle the surrounding islands) always founded two or three rather useless cities in the jungle, and never tried to colonize the rest of the archipelago. I chopped the size of the island in half on worldbuilder to try to force the AI to settle the surrounding islands, and yet it still obstinately refused, having only built one other city on its island several hundred turns into the game when every other empire had at least four or five, and I had long since researched optics. I don't know if its a technology problem, or, (as I'm inclined to suspect) the AI can't grasp the concept of the Lanun being a seafaring civ, and thinks it must have a bunch of cities on its starting continent before trying to found any on islands.
At the moment, I just took portions of the first 10 quiz responses that were easy to implement, making the assumption that virtually any human strategy is better than the present one. Eventually, I'll either remove some of the less effective strategies, or place them in the easier difficulty levels.
Here's the present outline:
- If the leader is Hyborem, Basium, or Barbarian, do nothing (Hyborem and Basium already have access to their favorite religions on creation, and the Barbarian player doesn't use religions).
- Amelanchier, Arendel, Thessa : 90% chance of focusing on Fellowship of the leaves. Otherwise use the default logic
- Arturus, Kandros: 90% chance of focusing on Runes of Kilmorph. Otherwise use the default logic
- Faeryl: 80% chance of focusing on Fellowship of the leaves. Otherwise use the default logic
- Falamar, Hannah: 33% chance of focusing on Octopus Overlords. Otherwise use the default logic.
- If none of the above, use the default logic.
Default logic:
- Do nothing if Agnostic. Otherwise:
- If the difficulty is Warlord or easier, there is a 33% chance of focusing on Octopus Overlords if 1/3 of the initial visible tiles are water.
- If the difficulty is Noble, there is a 20% chance of choosing religion to make friends (without giving someone else an easy religious victory), and a 13% chance of selecting at least 3 religions, starting with one of the early religions, at roughly equal odds.
- If the difficulty is Prince, there's a 17% chance of choosing Runes of Kilmorph, and a 16% chance of choosing The Order.
- If the difficulty is Monarch or Emperor, there's an 11% chance of choosing Fellowship of the Leaves first (as a gateway to Council of Esus or Empyrean), an 11% chance of choosing Runes of Kilmorph (as a gateway to Council of Esus, The Order, Octopus Overlords or preferably Empyrean), and an 11% chance of choosing religion by alignment (ignoring Fellowship of the Leaves)
- If the difficulty is Immortal or Deity, there's an 11% chance of attempting to found at least one religion, starting with Kilmorph if creative, Octopus Overlords if starting with a lot of water, Council of Esus or Empyrean. There's an 11% chance of going for Fellowship of Leaves (or Runes of Kilmorph if there are no Forests visible), and making a mild attempt at grabbing the Shrine of Esus. There's an 11% chance of going for the Empyrean.
This sounds like multiple problems:
- The AI isn't recognizing that coastal areas are good for the Lanun.
- The AI isn't focusing on transport technology and/or building transports when its growth is limited.
- The AI isn't settling on non-primary areas.
Wow, that sounds really impressive-keep up the good work, and I hope this gets folded into the official FFH releases someday. If I may make one suggestion, I think you should get the Bannor to go for order (and get civilizations to not adopt certain religions, so you don't get contradictions like Empyrean Calabim). But don't get me wrong-I really appreciate what you've done so far.
To be clear, I'm describing the algorithm in detail so that I can get feedback - particuarly negative/corrective feedback. One change I'm already considering is to have the "Religion by Alignment" algorithm available at each difficulty level.
What's status of this project? Active, abandoned, forgotten, delayed, in very long progress ??![]()