[abandoned] AItweeek 0.4 for 1.2

AItweek is a mod aimed at improving the difficulty of the AI in sandbox games at higher difficulties (extreme/ridiculous). I do not recommend this if you want to play on lower difficulties as it may cause problems with the AI there.

 

Currently modifying:
- War Councils / Command posts now require no used population at all (=AI builds squads of units faster and in greater numbers)
- Monuments can only be built in amounts equal to the city level (=empire AI doesn't waste "building time" filling a level 2 city with 10 monuments)
- Updated all Archery Ranges to take 5 turns to build instead of 10 (=AI has cheaper access to archery ranges)
- Siege factories no longer available in the game (catapults no longer available) (=AI doesn't waste time building improvements it can't use)
- Buildings that boost food or metal production by a % may no longer be built in a city unless the city has 'basic production' from a nearby world resource such as a farm on fertile land, or a mine on an iron ore deposit. Skath Pits and Gardens do not count as basic food production, and do not require basic food production to be built. Skath Pits and Gardens still benefit from buildings that provide a % bonus in a city. (=AI won't build useless buildings in a city that doesn't produce something)

 
- Kingdom Command Posts will take 5 turns to build instead of 15

Improved AI def:
 - AI better at building high level cities
 - AI less likely to build prestige buildings (also will never build them in level 5 city)
 - AI more likely to build military buildings such as city walls and buildings to train faster
 - AI extremely likely to build war councils/command posts
 - AI extremely likely to build improvements that boost metal production, like Smelters
 - AI less likely to build gildar-producing buildings
 - AI will build more archers and well-equipped units, and less trash units
 - AI more careful with their sovereign in peace times
 - AI more likely to press a strong military advantage
 - Killing the spouse of an AI sovereign will cause permanent war
 - AI will react more negatively to killing their children
 - AI more careful not to declare war unless ready for it
 - AI archers in tactical combat will now focus champions and sovereigns to a higher degree
 - AI will place greater emphasis on researching war technology even if already having a stronger military than its enemies
 - AI will place greater emphasis on training armies in times of peace
 - AI will prefer to build cities slightly further apart

 

Additional difficulties in the mod (standard = grey, new ones = green). Available in the selection after Ridiculous.

Extreme - 3x economic ratio, 2x hp ratio
Extreme II - 4x economic ratio, 2.2x hp ratio
Extreme III - 5x economic ratio, 3x hp ratio

Ridiculous - 10x economic ratio, 3x hp ratio, FOW cheat
Ridiculous II - 10x economic ratio, 4x hp ratio, FOW cheat
Ridiculous III - 10x economic ratio, 5x hp ratio, FOW cheat

Unstoppable - 15x economic ratio, 10x hp ratio, FOW cheat

 

 

 

 

 

There are two folders in the 0.4 mod, one that has changes for the vanilla game (unmodified), and one that has changes for the expandedfactions mod. If you don't use the expandedfactions mod, you'll need to delete the "ExpandedFactions" folder inside the ZZZ_AItweeek folder.

 

Download: https://www.wincustomize.com/explore/elemental_war_of_magic/30/

(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)

Always delete the old folder before extracting the new one - files are constantly changing names

 

 

14,343 views 16 replies
Reply #1 Top

My first reaction is "Cool, you can restrict buildings to towns which can use them!" followed quickly by "Wait, why aren't they restricted already then?"

Great idea to keep the AI from building useless structures. Going to definitely make use of this.

Reply #2 Top

Actually, I haven't specifically seen the AI mess that up in 1.11. I'm just going to put it in there as a precaution.

Reply #3 Top

Uploaded 0.2. Various changes (re-read first post)

Reply #5 Top

Can you please clear something up for me about this mod?

Do the building changes effect the player as well, or only the AI players?

Reply #6 Top

Quoting ghostkat, reply 4
Very Nice! So what is the NewHiddenResources.xml file for?

For internal mechanic. Do you want to know more?

 

Quoting Lonemessiah, reply 5
Can you please clear something up for me about this mod?

Do the building changes effect the player as well, or only the AI players?

Players are affected.

 

I'm uploading 0.3 in a few minutes, I forgot some food producing buildings in the expandedfactions mod.

Reply #7 Top

Uploaded 0.3, which has the fix for the expandedfactions.
Also fixed the monuments not working.
Removed the new AIdefs for now, there seem to be major complications with that, causing the AI not to build anything remotely dangerous.
Added new difficulty levels, extreme II, extreme III, ridiculous II, ridiculous III, Unstoppable. Found after ridiculous in the list.

Reply #8 Top

- Buildings that boost food or metal production by a % may no longer be built in a city unless the city has 'basic production' from a nearby world resource such as a farm on fertile land, or a mine on an iron ore deposit.

Are granaries supposed to be included in this? I noticed the vanilla version doesn't seem to have anything about this, and I was able to build one in a city with no food production. On one hand I could see it thematically as storage, but not sure if you intended to include this building.

On the Command Posts I think completely removing the population requirement is a bit much. The default is rather steep, I'm inclined to have it something low like 5. Both to emphasize that people are necessary, and to keep them somewhat useful.

Over all I think some of the build times are a bit long. Yet that changes once you get construction sites and the other structure which reduces build times. I think if there were a way to prioritize those (both researching then building) then the AI would be better off overall.

For internal mechanic. Do you want to know more?

Why yes, yes I do. I've already re-implemented the Organized sovereign trait after seeing choice NPCs have it. I've been pondering ideas for tweaking champs, factions and AI related changes. As well as the spell system, and pondering what's possible with the system. It looks like quite a few things can be done with the xml files.

Reply #9 Top

Granaries are supposed to be included. Which faction were you playing when it wasn't limited?

Right... the NewHiddenResources.xml contains two new resourcetypes that work like prestige. Buildings that boost metal or food require this resource.

So you've got
World Resources producing this new, hidden resource to their local cities, ex

<ImprovementType InternalName="E_Wheat_Farm">
    <GameModifier InternalName="Prestige1">
        <ModType>Resource</ModType><Attribute>foodproduction</Attribute><Value>10.0</Value><PerTurn>1</PerTurn>
    </GameModifier>
</ImprovementType>

Booster buildings requiring it, ex

<ImprovementType InternalName="K_Granary">
    <GameModifier InternalName="Prestige1">
        <ModType>Resource</ModType><Attribute>foodproduction</Attribute><Value>-1.0</Value><PerTurn>1</PerTurn>
    </GameModifier>
</ImprovementType>

The reason a no-limit on the command post is warranted is because the player knows how to use a normal command post to its full advantage, and the AI doesn't. The AI needs one in every city.

 

Edit: Yeah... something's making it not work, when it worked a minute ago. I'll fix it in a sec.

Edit2: Uploaded 0.31 which fixed an issue where a city would have access to basic production, then lose it, and after that still be able to build booster buildings.

Reply #10 Top

Nice! These are some changes the AI definitely needed. Didn't know the AI couldn't use Catapults, though. Or was it they couldn't use the Siege Ability properly?

Quoting Heavenfall, reply 9
The reason a no-limit on the command post is warranted is because the player knows how to use a normal command post to its full advantage, and the AI doesn't. The AI needs one in every city.

What's funny is the original Command Post (that you needed to train units at all!) was changed then removed entirely for precisely this reason (well, partially anyway)... why they went back on that but not fix the AI's behavior I'll never know.

Also, that's a great workaround system for requiring certain buildings in a city. Wonder how else it could be used...

Reply #11 Top

Uploaded 4.0

Added new AIdef again, building on the core AI def instead of using a completely new one (avoids various issues)
Reduced time to build command posts to 5 turns instead of 15
Added description of new difficulty settings to original post
edit: also fixed an issue with previos AItweek versions where command posts and war councils would require 35 specialists to be built, but not use them (the intended way is to not require them, and not use them)

 

Reply #12 Top

I haven't found any unexpected problems, so I'm changing this from eWIP to eMOD. Also uploaded to wincustomize.

Reply #13 Top

Has SD seen this mod?  Can we get these AI improvements added to 1.19 Beta?

Reply #14 Top

This seems really nice. Hopefully you update it for 1.2 when it comes out. I'm going to download this and try it with the 1.19 betas to see if it'll work.

This thread prompted me to look into the AIDefs file, and I noticed this:

        <AIUnitDesignRule AIUnitCategory="Elite">
            <AIUnitResourceLimit ResourceName="Metal">
                <LimitValue>20</LimitValue>
            </AIUnitResourceLimit>
            <AIUnitResourceLimit ResourceName="Materials">
                <LimitValue>20</LimitValue>
            </AIUnitResourceLimit>
            <AIUnitResourceLimit ResourceName="Crystal">
                <LimitValue>5</LimitValue>
            </AIUnitResourceLimit>
        </AIUnitDesignRule>

 

Is the AI really limited to units that cost 20 materials? Jesus, I break 20 materials on my units just a few techs into the military tree. No wonder they're so easy to steamroll. I keep telling myself I simply don't understand the code, but this needs changed in a big way. Looks like I'm going to have to add my second XML file in my mods folder.

Reply #15 Top

AItweeek 0.4 is up-to-date with E:WoM 1.2

Reply #16 Top

No plans to update this for 1.3, if anyone wants to take over be my guest