ENDLESS™ Legend

ENDLESS™ Legend

Improved AI
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Update: 10 Oct, 2023 @ 11:34am

- Minor changes in AI personalities.
- Minor changes in AI evaluation of certain accessories.
- Difficulty handicap for holy resource (Vaulters/Mezari) didn't apply to Fortresses.
- Fix of unit design for all guardians.
- Added missing Scyther unit design weights.

Update: 18 Sep, 2023 @ 4:26pm

Update with some properties that the community patch can take advantage of.

Doesn't affect negatively if you don't use community patch.

Update: 22 Jun, 2019 @ 10:18am

Added missing AI Parameter for Food from water tiles, didn't update version.

Update: 22 Jun, 2019 @ 9:30am

- Fixed a difficulty handicap based on upkeep cut on cities to be applied properly.
- Added several turn-based scaling per difficulty values: Hero Need, Skyfin build interest, start turn where AI will start filling up cities with units, military need for units in empire, city building interest based on turns to be completed.
- Adjusted all the internal agents responsible of population placement.
- Added Forgotten-Specific Science and Industry Empire plan AI Parameters.
- Adjusted Technology Turn Reference and Money Agents, registry and diff scaling, inverted RangeRatio.
- Reworked AI City Upkeep, wasn't targeting the correct Property at all, minimalistic value only hits interest with really scarce dust income and stock.
- Added calculation for all FIDSI bonuses, multiplying against bonus difficulty, Approval Status, Techs, Percentage Buildings, Luxury Boosts and Empire plan effects.
- Buildings with Strategic requirements now scale a bit based on number of cities, minimum interest with not enough resources down from 40% to 25%, proper scaling with game speed.
- Fixed Vaulters losing bonuses from difficulty on their holy resource, also added some specific calculations for strategic requirements due to this.
- Reworked Unlock unit formula to take into account other similar unit types for unit unlock (Ranged / Melee Grouping).
- Pillage "AIEmpirePillageDefense" & Spy "AIEmpireAntiSpy" Defense values multiplied for empire cities, while on evaluation uses average empire value. Pillage even worse, as computes defenses of exploited POI / All region POIs.
- Workaround for "AIEmpireVision" not working at all at empire level (same parameter for both empire and city). Used Empire Pillage/CityDefense values to rise interest instead.
- National buildings only get interest on cities close to optimal for their placement (from 75% of optimal placement value), on research, lose a bit of their maximum possible value based on number of cities of the empire.
- Watch out towers interest scaling adjusted, so AI do them less compulsively.
- LuxuryBonusPerLuxury (IE +1 luxury gain on luxury deposits) property now checks against count of luxury deposits instead of net luxury production. Same with Strategic version.
- Several fixes: Wrong values on statistical methods, wrong strategics on borer's guild, lower food on granary improvement, adjusted all lava techs properly.
- Toned down the nuclear-scale effect of fortress uniques ownership and besieging a city towards diplomacy. AI now will be more interested in going to truce if the war is stagnant.
- Workaround for AI District improvements blocking city construction queue. AI won't see them if they don't have the population requirement. Doesn't affect Player Districts.
- Resource Extractors are interesting for culstists / mykara based on converted villages/completed blooms.
- Included some elements specific from ELCP for compatibility: Victory condition variables, Forgotten Turn Tech, Assimilation variables and some others.

Update: 19 May, 2019 @ 12:08pm

Updated structure to fully support new formats due to new diplomacy/buildings/units from the Symbiosis and Inferno DLCs.

I didn't test the mod extensively though.

Update: 13 Feb, 2017 @ 12:40pm

- More refinement in item selection. Changes in item interests by unit type , percent values get more interest the better the base value of such unit type.

- Less aggravation on obs stolen and fights in cold war. More war fatigue per turn. More concerned on losing their own units than killing enemy ones.

- Slight boost in hero need (should start to buy new heroes if has the money a bit sooner).

- More interest in unlock assimilation (new units), natively has very low values on war-related statuses.

- Boost in assimilation interest for Mogwar (only one land unit, on top of that, is support... a bad first assimilation (another support) is a problem for them)

- AI interest in "Highway outposts" tech as soon is available (Era III) (AI needs the money badly at that time, no matter the difficulty).

Update: 5 Feb, 2017 @ 5:21pm

More fine tuning in AI equipment selection. The most important is that settlers get interest only in the movement charm (they weren't upgraded before), added the equipping logic for Mogwar settlers (before were upgraded in equipment like any other unit) and the master mind support unit, and some logic for forgotten and Allayi units (was something generic for everyone).

Now AI won't unlock the second faction unit until the first assimilation is done and enters 2nd era. This is to give AI more chances to unlock different units if the assimilation covers a type of unit that could unlock (as example, if the AI is Forgotten, and unlock a ranged unit on the first assimilation, then instead of unlocking predators, it will unlock mysts for more unit type variety, Forgotten would usually unlock predators always as the unit has more interest).

Adjusted spy interest in heroes, before seemed that Allayi heroes were considered as good spy units as forgotten, everything else was trash for spying, now AI should have preference on forgotten, then on Mogwar and roving clans as secondary spy unit options (Spy L3 base on those faction heroes).

Adjusted the AMAS values (internal values that affect pop on different type of resources, and research choices, based on desired gold/influence, city turns for new pop, turns for building a unit, etc) so they match the bonuses on the game difficulty and they are kept balanced. On vanilla values seemed they killed AI interest in dust and influence in favor of science/industry as you rise in difficulty.

Adjusted one bonus from the AI that seemed bugged: The bonus on city food. Now the value is percent, didn't have any sense: For example that Impossible AI has 50% discount on empire plans, 50% reduction in both units and buildings, but 0.5 extra food on cities (so if the city has 60 food, in impossible it gets 60.5 food). Now should work as intended. This change affect all difficulty levels harder than normal.

Update: 31 Jan, 2017 @ 5:05pm

V1.1:

Some fine-tuning with equipment selection, specially guardians:

Guardians were using too big numbers on weapons, and were not considered correctly, so they could be swapping weapons back and forth in unit design (Did you see an AI 'Gios 16' before?). Also were using obsolete item interests in some accessories, so the possible most important accessories for guardians, the free counter and the intimidation aura, where not interesting for the AI most of the time.

Also added some interest in defensive designs and heroes for the movement charm. While the interest is quite low and they will be replaced with strategic rings/insignias etc when they have the chance, on early parts of the game they are a good item if they have a free accessory slot.

Also some minor changes on luxuries/strategics improvements. Sometimes AI has locked cities on "War Border" (long war) or in "New steps" city phase if they expand too quickly. On these city states luxuries and strategics are nearly irrelevant, so I upped them a bit for those states (still less relevant than key improvements like food/industry on first steps or industry/army in war borders).

Update: 28 Jan, 2017 @ 3:44pm

Update just for the thumbs image!

Update: 28 Jan, 2017 @ 10:33am

Some fixes on the main description.