AI Modding

What will remain? (@SD)

Lets talk about AI modding.

With Crusade the AITechGovernorsDefs.xml is gone.
AIFleetGovernorDefs.xml is gone.
AIStarbaseGovernor is gone.
Brad recently said he hates the AIStrategyDefs.xml.

So my question is, when you are done with AI, will there be a modding interface left or will it all be handled internally? What are your plans regarding this?

16,090 views 9 replies
Reply #1 Top

Hopefully when brad is finished removing the scripts from the AI and made it dynamic, there won't be any need to mod the AI.

Just hope he doesn't to it too well and it becomes self aware. ;)

Reply #2 Top

As much as I appreciate Brad's AI programming abilities I strongly doubt that he could create a "perfect" AI that would make modding obsolete, not least because people will disagree what "perfect" means in this context ...

If Brad's AI really will become self-aware perhaps it could then lend us a hand with self-driving cars and such ;)

Reply #3 Top


With Crusade the AITechGovernorsDefs.xml is gone.
AIFleetGovernorDefs.xml is gone.
AIStarbaseGovernor is gone.

Gone where? They are still in the base game's Game folder. (Crusade still uses xmls from this folder)

Have the devs said Crusade is not using these xmls?

Reply #4 Top

Quoting Horemvore, reply 3

Gone where? They are still in the base game's Game folder. (Crusade still uses xmls from this folder)

Have the devs said Crusade is not using these xmls?
How do you know the game still uses some of these?

Given that stuff like ColonyFocusDefs is in there, I would have thought it only loads from the DLC folder.

Reply #5 Top

There are so many missing xmls from the DLC folder it has to use some from the base game, Events, Blackholes, Artifacts, Encounters, Formations, Battle Behviours,  most of the Diplomacy are all missing from the DLC folder.

Reply #6 Top

Ok, I stand corrected for now. Guess I will try to mod in a TechGovernor soon and see if it still works.

But my question to SD/Brad still stands:

Where is the AI modding interface headed, if you want to go in a less scripted direction and AIStrategyDefs is something Brad hates?

Reply #7 Top

Quoting Horemvore, reply 5

There are so many missing xmls from the DLC folder it has to use some from the base game, Events, Blackholes, Artifacts, Encounters, Formations, Battle Behviours,  most of the Diplomacy are all missing from the DLC folder.
Well AITechGovernorDefs is not one of them.

1) it does not contain Artificial Gravity or any other new tech.
2) I tried it by now. I could not get an AI to use TechGovernors via modding.

AITechGovernorDefs.xml is not functional anymore.

Reply #8 Top

Quoting zuPloed, reply 7


Quoting Horemvore,

There are so many missing xmls from the DLC folder it has to use some from the base game, Events, Blackholes, Artifacts, Encounters, Formations, Battle Behviours,  most of the Diplomacy are all missing from the DLC folder.

Well AITechGovernorDefs is not one of them.

1) it does not contain Artificial Gravity or any other new tech.
2) I tried it by now. I could not get an AI to use TechGovernors via modding.

AITechGovernorDefs.xml is not functional anymore.

I haven't tried to modify that particular file, but I did notice a while ago it doesn't appear to have been updated with Crusade--which, I would imagine, would have to happen given the significant changes to how the tech tree works.

That said, did you place the mod in the GC3Crusade mod folder? Also, I think some people have had trouble with mods not taking effect in certain circumstances. IIRC, one recent problem was resolved by validating game files on Steam...

Those may be dead-end tips--the AITechGovernorDefs.xml may truly be nonfunctional. I don't know.

Reply #9 Top

@ScrivenerOfLight

I have verified the mod takes effect (sol system has two asteroid groups instead of one; unrelated, it's a balance change).

There are no compile errors, but at this point I also tried linking the techgovernors in AIStrategyDefs and turning the techweights off.

So, give me the level 2 technician directly, please ;P