Greetings, People of Apolyton.
I'm sure many have been intrigued by the improvements to the AI in Warlords Patch 2.08, alas there was little time for doing much improvement and the process was hurried. I have continued to improve the AI and fix various AI/Auto Worker bugs and you can now download the updated AI mod for Warlords Patch 2.08 amd Vanilla Patch 1.61..
Why might you want to use this mod? Firstly it is fully save-game compatible (if placed in CustomAssets) and game rules are completely unchanged. The change log includes some interesting improvements:
I now have a Sourceforge project page for source control and distribution, thanks to Iustus of CFC/RBCiv. My intention is to use that for distribution of date-stamped test builds, once a build has been confirmed to be mostly stable without crashes or glaring AI flaws it will be given a version number and uploaded to the major Civilization Sites mod repositories. You can help in this process by testing, both reporting things which appear broken and things which do work, of particular value would be experience on larger maps. I would greatly value any report of experience, even if it's as simple as "I played out a full game and didn't notice any problems". Save games, especially from later in the game (ie before a world war, entering industrial era...), would also be quite useful as testing grounds.
A Vanilla Build is now available, I work on Warlords and the changes are integrated back into Vanilla.
Link to the Sourceforge Project.
Link to the Original Thread.
Enjoy,
Blake.
PS. For feedback and stuff, this thread is as good a place as any for now. I'm also crossposting this over on CFC and will check both threads.
I'm sure many have been intrigued by the improvements to the AI in Warlords Patch 2.08, alas there was little time for doing much improvement and the process was hurried. I have continued to improve the AI and fix various AI/Auto Worker bugs and you can now download the updated AI mod for Warlords Patch 2.08 amd Vanilla Patch 1.61..
Why might you want to use this mod? Firstly it is fully save-game compatible (if placed in CustomAssets) and game rules are completely unchanged. The change log includes some interesting improvements:
- Fix to irrigation chaining bugs which would result in the AI farming excessively and flip-flopping between farms and cottages.
- General worker unit AI improvements to make them more flexible, they will also stack.
- Auto workers now come back and road up resources which had been built before roads were available.
- Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying.
- Tweaks to auto workers to achieve a better balance of hammers, they should build more mines now.
- Code to add awareness of jungle chopping when choosing research.
- Great People usage improved, the AI should be less Golden Age happy, only starting one if it’ll actually pay off compared with lightbulbs/settling.
- Great Prophet Shrines valued a little more accurately.
- Great Merchant cash bomb logic added.
- AI's will now spend gold to perform deficit (100%) research and will decline to trade gold reserved for such research, enabling them to make better use of gold boons from huts, plunder, refunds, great merchants, etc.
- AI Missionary code adjusted - both when choosing destination and when determining the number needed.
- Awareness of freebie promotions (such as Aggressive Combat I, or Red Cross Medic I) when choosing which unit to train.
- The AI will now chop Wonders and will chop to assist a war effort.
- The AI will no longer pillage Barbarian Cities.
- City Founding logic has been improved, a bug was fixed which could "force" the AI to found on top of resources that it otherwise wouldn't, the AI is also aware of existing culture (it's own) making tiles workable.
- City Founding logic has been diversified, Creative leaders are more "Greedy", grabbing as many resources as possible per city, Organized leaders are the opposite, being more inclined to found cities right next to resources and founding more cities overall.
- General worker unit AI improvements to make them more flexible, they will also stack.
- Auto workers now come back and road up resources which had been built before roads were available.
- Workers are now less fearful of enemy units, they should only run away if they are in actual danger of dying.
- Tweaks to auto workers to achieve a better balance of hammers, they should build more mines now.
- Code to add awareness of jungle chopping when choosing research.
- Great People usage improved, the AI should be less Golden Age happy, only starting one if it’ll actually pay off compared with lightbulbs/settling.
- Great Prophet Shrines valued a little more accurately.
- Great Merchant cash bomb logic added.
- AI's will now spend gold to perform deficit (100%) research and will decline to trade gold reserved for such research, enabling them to make better use of gold boons from huts, plunder, refunds, great merchants, etc.
- AI Missionary code adjusted - both when choosing destination and when determining the number needed.
- Awareness of freebie promotions (such as Aggressive Combat I, or Red Cross Medic I) when choosing which unit to train.
- The AI will now chop Wonders and will chop to assist a war effort.
- The AI will no longer pillage Barbarian Cities.
- City Founding logic has been improved, a bug was fixed which could "force" the AI to found on top of resources that it otherwise wouldn't, the AI is also aware of existing culture (it's own) making tiles workable.
- City Founding logic has been diversified, Creative leaders are more "Greedy", grabbing as many resources as possible per city, Organized leaders are the opposite, being more inclined to found cities right next to resources and founding more cities overall.
A Vanilla Build is now available, I work on Warlords and the changes are integrated back into Vanilla.
Link to the Sourceforge Project.
Link to the Original Thread.
Enjoy,
Blake.
PS. For feedback and stuff, this thread is as good a place as any for now. I'm also crossposting this over on CFC and will check both threads.
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