First of all I would like to thank Frogboy for all the hard work he has put into the AI and making the game moddable.
This mod is for everyone looking for a more challenging AI. It basically teaches the AI to play more like me!
Changes
-Reprioritizes the build order of practically every improvement and several techs. In particular they will build unrest and production buildings first most of the time. As a result AI cities are much more developed midgame.
-The AI likes to build more elite units now.
-Changes and adds tons of units to make sure the AI has good choices to choose from. Removes tons of bad designs.
-AI is is sightly better at choosing spells and champion traits.
-AI is more effected by distance and less by time. So far away players will tend to ignore you and you will receive less diplomatic penalties late game. I tried to get AIs to fight to the death more.
-Taught the AI to better play as the more unique factions such as Roseln and Magnar.
-Added some isworthy tags to several spells, so for instance Widows will no longer debuff the same unit twice.
-1 or 2 tiny balance changes to underpowered units or abilities to make the AI better at using them. These are in the AIBalance+ file and you can delete them if you want.
-Other stuff I forget.
Download: Here
To install unzip the files to the mod folder at My Games\LegendaryHeroes\Mods and then go into the core files at Program Files\Steam\SteamApps\common\FE Legendary Heroes\data\English and delete the CoreAIUnits file. I also recommend you check the units folder and delete any old units.
Only compatible with my armor visual mod so far, but they do work nicely together. I am working on my Additional Races mod as well.
Please comment below on bugs and balance. I am also looking for some well thought out unit designs to include. PM me or give me a link.
Plans and Random Thoughts
-The Magnar AI still builds nothing but slaves ever. I tried adding AItags to their units with no luck. Thus I had to do a workaround and remove every slave unit that wasn't basic infantry, so they will build some Quendar units.
-The AI stunts some of its cities by training units immediately after they settle a new city. This is not smart.
-More unit designs!
-Roseln builds a lot of useless spiders.
-I wish there was a proximity variable that showed how many tiles away the nearest enemy is. I could write a lot of nice isworthy tags for spells with that.
-The AI still chooses stupid paths for it's sovereigns and champions. I wish I could add a AITrait to champions so that I could prioritize them choosing certain traits.
-Other stuff.
What files did you change to help the AI make better stacks by chance? Or is that what is hard coded from Frogboy's AI code improvements and you just made it so the AI can make more elite units to supply those armies?
There is a bunch of stuff in CoreAIDefs.xml that I tweaked.
Very interesting. Looks promising.
It already makes a big difference. Try it out and see.
This mod has been added to the Regularly Updated List of Mods for E:LH, under the extensive mods section as it replaces/modifies a core file.
Keep up the good work!
So has anyone played a game yet? Any comments on the AI? I really really want feedback!
So anyway one of the things that has been bugging me is how bad Roseln is at using spiders and how terrible they are in general. Not only are they super weak but Roseln loves them but has no idea how to use them. It's a major flaw in their AI. According to the devs they are supposed to tie up melee units to be killed at a range but that has never ever happened. So I was thinking about that when I came up with a cool fix. Unfortunately it is not an AI fix but a complete rework so I might not include it in this mod, but I tested it and it works. Instead of training widows Cult of a Hundred Eyes unlocks a unit design trait called Widow Bound. This trait auto casts a spell that summons a Bound Widow at the start of combat. So you then give this trait to a bunch of ranged units and viola. You get a bunch or ranged units working in tandem with webbing widows, and the weak little widows don't take up a slot in your army. I call this the Pet System. What do you guys think?
That sounds awesome and I would love to see an effective use of tactical summoning by the AI!
It's not even really tactical summoning. Just like Amarian Blood causes Noble Legacy to be automatically cast as soon as combat starts the new trait summons the unit right away. You don't get a summoning spell you can cast, it just happens.
So no one has played a game using this mod? I have played a few and think the AI plays much better. Does anyone agree or disagree? This is a mod that really requires feedback in order to improve.
I am playing a game now... Large map, hard AI against 11 sovs. Ceresa has become my vassal after Kraxis did all of the dirty work of taking all but one of her cities. One of the other kingdoms was defeated (never met). I am not at war with anyone else atm...
I will let you know what I encounter. Although I just bumped up to hard from challenging so I might not be the best judge.
The spider auto-cast idea is brilliant. And it would definitely make things tougher. Would love to see it given to Tarth units, a druid type unit could do a Call of Nature type autocast at the start of combat and then cast web/entangle.
Thanks for all of the hard work!
In particular I am interested in how the AI cities compare to yours, and the quality of troops they build. Also anything the AI does that is stupid is worth noting. What do you think is holding the AI back?
I've never used a mod for LH:FE before and I'm trying to decide between this mod and the "Patchwork mod - AI boost." I'm sure they are both very good mods that improve the AI, so I guess I'd like to begin with which ever one makes less changes and is closer to vanilla.
What do you suggest? Thanks in advance.
This one doesn't require modifying system files, and doesn't come as part of a suite of diverse changes that broadly affect the game in all aspects. I'd go with this one.
Unlike Patchwork, which seems like it's also a great mod, this one is very minimal and attempts to boost the AI without changing the game. The AI will simply play smarter while in Patchwork the game is changed to make it easier on the AI. So ya I think this is the mod for you then.
I do actually recommend deleting one core file which I hesitate to even call a core file since it just contains a bunch of unit designs made by the community. It's not required although it does make the game harder.
Hi DsRaider,
A few notes thus far:
I have seen better stacks in general. Still see un-escorted pioneers. And Karavox was adventuring with only one 4-man group of swordsmen at one point. But overall better.
City building looks good, the AI cities I've conquered all had at least one essence slot, a big improvement over the vanilla AI. I didn't see them early on, but during my brief war with Kraxis, he was building units in his cities, not buildings.
Yithril has build some good heavy units, but the combination of plate armor and hammer-type weapons brings their initiative down to 11.
Magnar withdrew from the world before i met him, but he had been at war with 2 other AIs. Karavox and Ceresa are my vassals now.
Still seeing a lot of greaves and extra loot, horses, wargs carried around by the enemy sovs, anyway to teach them to sell it?
I am playing your mod with abob101's Demon and Wizards and Parrotmath's Snaking, Armored Militia and Swamp Tile mods and they all get along famously .
Thanks for your reply. I will use this mod for my upcoming game.
Why you want the AIs to fight to the death more? Just curious. Thanks again for creating this mod. I'll looking foward to trying it.
Well the fact the AIs tended not to fight and completely conquer each other made the game much easier in my opinion. The player would grow stronger by totally conquering other factions but the AIs would just end up sitting around. I am trying to get it so the strong AIs assimilate the weaker to make them a much bigger threat.
So I have been messing around with trying to get the AI to choose champion paths better without luck. So say Ceresa would stop trying to be a warrior, she's made of glass and dies so much...
It's a shame because I could have done so much with it especially if I could have used AITraits to get AIs to follow certain trait paths, although then I guess all their champions would choose that path.
Does that mean I have to install your armor visual mod to use the AI mod?
No. It just means you could use both.
Where is the mod folder that AI Plus should be put in? Should I create a Mods folder? Thanks in advance
\Documents\my games\LegendaryHeroes\Mods
All your mods should be placed here. Any Graphics files need to go into
\Documents\my games\LegendaryHeroes\Mods\Gfx
Thanks for your fast reply!
Updated to v0b.
Just a few tweaks and new units. Nothing huge.
This is now compatible with Additional Traits and Races though.
Do you have compatibility with Children of the Storm?
No my units don't use the background stats. I think you could get around this by just deleting the AIMagnar and AIMisc+ files though. You wouldn't get the units but the AI would play smarter.
DSRaider - I think I've got the mod installed properly. I removed the AICoreUnits folder from the Steam folder as you mentioned. I assume your AIMisc+ file replaces it? Just trying to make sure I understand how the files interact. Thanks.
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