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You're finding no war? I have had versions in the past that upped war extensively, and then feedback was there was too much war. Now I am not changing the war declarations.
Are you having less war on the base game? I can certainly try to sort it out, but when I autoplay and watch the AI vs the AI which is how I test the mod, I get wars all the time.
They will also build units when required for operations. So it depends. I'll keep an eye on it in the next autoplays.
I need to spend deep time debugging it, it's possible I can sort it out, but it's very challenging without the internal Firaxis tools.
AI not talking to me at all, not offering me any diplo deals like endeavors(I have not gone to war yet).
AI very excited about building walls but some cities have 3 walls at turn 50ish. AI is maybe a little too excited about walls
AI settling seems a little slower than in the past(the rapid settling is my favorite feature of the mod), however this could be circumstantial to my save-however i'm not really perceiving a lot of wars going on to inhibit settling and cause all the wall building
thx!
Does anyone know if the developers have exposed access to the coding for how AI use Aircraft Carriers and Squadron Commanders? In all my various games I still have not seen the AI use Aircraft Carriers (even if I spawned them in for the AI) at all and barely use Squadron Commanders, let alone in an efficient way.
Also, as a quick aside, I wonder if it is possible to individually assign bonuses to each AI player so that one AI player can be particularly stronger than the other ones?
A lot of my focus was on civ activities, I can't say I watched too closely what the Independents were doing for this patch
Can you let me know what difficulty you're testing with?
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RHQ 2.09 Patch Notes
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Added new patch wonders for AI
Brought back building pushes
Increased AI's flexibility to switch from the build queue
Increased AI Settling
Please provide any feedback, happy to adjust.
Most people who play the mod are focused on Deity, and having the game provide it a different challenge. So we are heavily relying on the bonuses available in Deity to determine how the Civs should interact.
I'm not sure what would make City States do that. I will take a look.
They are significantly more suicidal and spread out intentionally due to the big bonuses they receive on Deity.
Regarding the mod, I found after trying it for an entire game in Viceroy (just after playing a vanilla game beforehand) that it makes the AI even more inactive than usual.
Personally, no unit among the City-States that was aggressive towards me attacked me, and they all just waited for me to destroy them, even when we were in close combat.
Additionally, I found the AI to be even more suicidal than in vanilla and spread its units out more rather than grouping them together, making my wars very easy.
These are my observations; there are probably more criteria I should say or know, but there you go.
Thanks, friends.
The reason is, the code removed was very divisive. Some people liked it, Some people hated it. It felt the most reasonable to release the most consensus driven version to Steam Workshop until I have the time and understanding to make a more... middle ground version.
Also, many of our bug fix changes to the AI have been added to the actual game, so of course those get removed, and it feels like there's less and less we've done. That's just the reality.
We for example had behavior tree changes (what you seem to indicate is "real code") before that fixed massive bugs in the game. However, in a recent patch they fixed the bugs in the same way our code did. So we removed them.
Our code improved the overall ai of the game. So apologies that I don't have any useful changes in there for that section now, because Firaxis implemented them already, and they are very time consuming.
There is also the new patch with AI updates, so I need to go over everything with the autoplay as well. Because of that, I've cut out several functions that are not in this release. They are commented out until I get time this week to test them all completely.
So this version is more conservative than the last release on civfanatics, but conservative is better. I will go through it all this week and add additional pieces.
So how does the AI behave in wartime when using this mod? Does it become more aggressive and logical in military conflicts?