This mod trys to improve the AI in regards to Colonization through out the timeline, better ship loadouts, limit the crazy AI Surrender routine and increased awareness to danger towards its colonies and Starbases.
Requires 1.82 Patch, Snathi DLC and Mercenary DLC (Can be used without if you remove the TechDefs.xml associated with the races you do not have, not that I think it makes a difference but a warning is always wise)
Changes
Battle Behaviors
Some other things that I have no doubt tweaked but forgotten about.
DOWNLOAD
Credits
Go4Celebrity for Battle Behaviors.
rog214 for some excellent Feedback from testing!zuPloed for Additions/Changes to some of the code.
Improved AI
All in one mod consisting of AI Tweaks 1.4, Informative Diplomacy Cosmetic and Gameplay 1.8, Two Way Alliances 1.1 and ESL 1.2.
Available as an optional download on the AI Tweaks Nexus link. (1.82)
Install
Install either AI Tweaks or Improved AI to your ....Documents/My Games/GalCiv3/Mods folder.
Updated 1.1 to include ZuPloed's additions/changes.
untested? I am flattered
btw: I would also appreciate to hear if it did (not) wipe the galaxy with someone.
In case someone at SD is reading this, here's what I would appreciate at this point:
- Faction specific planet governors. The Snathi for (an extreme) example have completely different needs from the Terrans.- specifiying the AIs preference between making research/manufacturing/economic worlds (Faction level). The Iconians for example could use a strategy that relies on reaching the age of ascension without building a single econ world and then profitting from 0 maintainence ships.- replace syntax for AI governors, i.e. when Full replace ManufacturingHub with ManufacturingUnique- interrupt of improvement upgrades, i.e. AI doesn't upgrade improvements if it can terraform or build another improvement. I have seen the AI trying to build another 4 mega factories instead of a gaia vortex one too many times.- conditional improvement building and TechPrefernce (TechGovernor); something like:
<Improvement> <Type>Manufacturing</Type> <Condition> Code specifying that population < Food-1 has to be true </Condition></Improvement>
Does this mod improve AI strategies ? I mean, if AI will play more agressively and will build more big/huge ships than small ones.
Well I am mid game, and I trust you have played with it a bit regardless, so its tested
Yes.
So due to the question asked by bratrstvoNODKane. I decided to check the AI Ships just to make sure. What I found was disturbing, some races have the Huge and Large ships classed as Assault which would be fine on its own, but, tracking back to mediums I find these are listed as CaptialShips.
Like WTF!!??!!!?
Then with other races they are the right way round... /facepalm
Aggravated!
Okay, hardly any of the AI Ship Classes marry up with the actual Ship roles! That would explain why I do not see a verity of ships in most AI Fleets! I am going to fix that for Medium, Large & Huge hulls. I do not see the point for small or tiny hulls, if someone can give a valid reason to do them, I will.
EDIT:
Typical example:
Altarian large ships, ALL classed as Assault by the AI. Yet have defined Roles in the BluePrints of Assault, Guardian, Escort and Capital.
Altarian medium ships, ALL classed as Capital's by the AI! Grr.
So, thats reason why AI is mass building only tiny/small ships ? + If you can correct that by mod, can you then upload it please ?
I can. I was not going to since 1.1 was only release today...but, I will
Updated Nexus, it should be available shortly. If you cant wait... Ooo Ooo Ooo (Pop Quiz! - What game is that a reference too?)
I redefined the Huge Ship Blueprints, so they have specific roles rather than been ALL Capital ships. This is to try and limit what size ships the AI Places in its late game fleets.
So, should I do same thing as before if I want AI Tweaks and ESL mods too ? just overwrite that file even original file is now about 3kB bigger ?
Yes the original is bigger because it has 400 odd lines commented out, <!-- --> x400 = 3kb.
ESL uncomments said lines, to apply the Leveling up modules to AI ships.
Something is weird with Carrier fighters.
I have had assaults which are tinies (intended?). They only had basic beams and kinetic weapons on them, even though I was at a higher tier with all weapons types.
I saw the blueprint states:
<ShipBlueprint> <InternalName>AssaultFighterBlueprint</InternalName> <ShipHullType>Tiny</ShipHullType> <Role>Assault</Role> <CanBeBuilt>false</CanBeBuilt> <RequiredComponentType>BeamWeapon</RequiredComponentType> <RequiredComponentType>KineticWeapon</RequiredComponentType> <RequiredComponentType>MissileWeapon</RequiredComponentType> <RequiredComponentType>SublightDrive</RequiredComponentType> <RequiredComponentType>SublightDrive</RequiredComponentType> <RequiredComponentType>SublightDrive</RequiredComponentType> <ComponentType>Shields</ComponentType> <ComponentType>PointDefense</ComponentType> <ComponentType>Armor</ComponentType> <AllRequiredMustFit>true</AllRequiredMustFit> </ShipBlueprint>
So, apparently the game couldn't fit the 3 sublight drives and 3 weapons on the ship. I didn't pay attention to the tactical speed, but the combat performance was somewhat disappointing.
Interceptors worked a little better, not great though.
I also saw some weirdness with the blueprints not using or only a little missile defenses...
I'll fix that.
What Ships?
EDIT - Never mind I found the culprits. For future reference, Each ship should have 1-3(Depending on hull size) of each def type, then the AI will select the "Best Defense" option there after, this way should limit mixed fleets to some degree and also allow the AI to build ships to counter what ever you throw at it.
I dont have to copy and overwrite ShipBlueprintDefs file if I am using ESL ShipBlueprintDefs file, right ?
I have been studying the battle behaviour changes a bit, here are my thoughts (basicly theory crafting so far):
What I think is the intention behind the ship roles:
Capital Ships:- achieve strategic objectives, e.g. destroy starbases to deny movement range, destroy capitals to keep starbases alive, destroy supports to do maximum damage to enemy fleet combat capabilities (e.g. no carriers which have replenishing fighters)-> implications: good balance between fire power and defense needed (life just long enough to fullfill strategic objective)-> targets have high hp; therefore lower importance of attack speed and combination of multiple weapons-> large or huge hulls
Escort Ships:- protect capital ships by shielding them against everything but other capitals, guardians and starbases- shield assaults against capitals, assaults and escorts- can stay with supports but not shield them effectively-> more focus on defene than on offence-> focus on attack speed and different weapons in order to minimize overkill against small targets
Assault Ships:- go after sqishy targets, i.e. support ships and starbases before fighting the capital/escort group- I am not entirely sure about this, the target priorities are odd to me (see later)- shields interceptors against everything but supports
Guardian Ships:- artillery ships/ capital ship hunters. Prevent enemy from fullfilling strategic objective-> low defense, high offense-> balance between high attack speed and high first strike damage depending on enemy composition and role (huge capital ships -> high first strike damage; medium assault ships -> reduce overkill)
Interceptor Ships:- they have movement type attacker, will have to test if they actually do escort assaults- escort assault ships or protect starbase/ support ship- do not shield assault ships but assaults shield them-> preference for offense over defense
Discussion:
Capital Ships:- I love the concept of capital ships essentially being a strategic weapon.- I was wondering about why they shouldn't beeline for supports after starbase and other capitals, but this is reasonable due to guardians role as capital hunters
Guardian Ships:- again, I like the concept of them being capship hunters and them focussing on removing the enemy high damage ships- I would consider changing the starbase upgrades to contain guardians instead of interceptors and possibly assaults too
Escort Ships:- basicly fine in its role I think
Assault Ships:- I like the idea of having some ships going after the soft targets and therefore being different from capitals- they would be the best candidate for plantary defenses due to attacking transports first and possibly preventing an invasion that way- I am wondering why the attack order is not: Starbase, Support, Guardian, Escort, Capships, Assault, Interceptor, Upgrading-> Guardians as artillery ships would make sense as higher priority target; also the Assault/Interceptor squadron would stay near the Support/Guardian group until it is cleared out that way except if there is a starbase (maybe even reduce starbase priority behind escorts or even capitals, since you would use capitals, if removing a starbase was a priority)
Interceptor Ships:- the main problem I see here is the lack of specialization. They are a little bit of escorts to Assaults but don't shield them, they are a little bit of Assault/Interceptor hunters, but will follow their own asaults while available...- I don't think they have to escort Supports, since you can use Guardians for exactly the same purpose- if the starbases use guardians instead of interceptors, they don't have to escort those either- what I would consider is making them escorts to Assaults, meaning they will shield assaults and prioritize the Assaults objectives if those are destroyed, I am nt entirely sure how though- the alternative would be dissolving the Assault/Interceptor group and have Interceptors hunt assaults all over the battle :/ not sure about this yet... maybe try to add another ship role...
Spacing:- I dont like the spacing so much, it means you divide your fleet. Letting the enemy fight 3 small instead of one big fleet is just never a good idea.- would put the Capital/Escort fleet in front of the Assault/Interceptor squad in order to to have the latter bypass the enemy fleet when it is allready occupied with the other Capital/Escort fleet- I like the starbases being in the thick of battle
--------------
Will leave it at that for now, I am sure I forgot something^^
Use the hotfix for ESL, its up on Nexus.
I have not looked into them much since including it tbh. I used Go4Celebrity's Mod for it. I been a bit pre occupied with tweaking/balancing the new Diplomacy, as well as other aspects of this mod . Kinda took it for granted it was balanced.
I am not concerned about blance so much, since most of winning doesn't happen in tactics, but in strategy (being able to build bigger ships). I was just intrigued, how the BattleBehaviour is very differen from vanilla and thought about removing it, but to be honest, I am kinda intrigued now.
You might want to drop a line about this in the OP though
Nice win for me using your June 26 AI build. T119 tech victory (yes research speed is normal) H/13/G. Huge, 13 players (all 12 AI and my custom race, Godlike).
Race is Thalan tech tree and Thalan type lone pop 16 HW, Intuitive (a must for quick start) and Zealots (a must as I attack quickly and need the +15 IP) along with some good traiits and less harmful negatives. Of course this strat means you go Malevolent.
I'll uninstall the June 26 mod and install all three of your's from here and see how things go.
One comment about the AI in my previous game. I rushed for Planetary Invasion right after Gaia Vortex and took two undefended Torian worlds around T30. Their other three were defended. It was at least 20 turns before I could get a meaningful war fleet over there, and still, the Torians didn't make transports and take back their planets!
I could take a look to see where in the tech plan invaders have to be to be built on turn 30 for godlike. Probably also needs an entry int the AIStrategyDefs :/.
OK for my next Godlike Huge map game vs all 12 standard AI, I decide to launch with Loose Clusters rather than my usual Tight Clusters. There are more stars now and subsequently more planets to colonize so that slow tech speed a bit as far as I understand. Anyhow, it took a few turns after spending my Intuitive free tech to get Hyperdrive Spec.
I considered opening Pragmatic for 3 free constructors to upgrade to CS, but just wasn't comfortable that there'd be enough planets around to then get deep in Malevolent Motivation traits. (I really should've saved at that juncture for a back test). Lets compare both methods for getting deep in Malevolent.
If you take 3 constructors note that they don't upgrade for free. This costs 10 IP, and then it costs 15,25,35,45,55 Mal IP respectively to finish Motivation. Looking at the first critical juncture for +10 HW production, if you open Mal first you need to colonize 3 planets which is usually quick and easy to do as you can always buy 3 CS even after upgrading the initial one to a 10 visual range sensor ship like I do and even if you buy The Prospector or Ysengard at the bazaar which your sensor ship helps you find. If you open Prag first you need to colonize 5 planets but since 3 CS are nearly immediate you can certainly buy the other 2.
But looking at the next desired Mal trait that gives your HW's shipyard an awesome +100% Prag needs to have colonized 9 planets whereas Mal first needs only 6. This seems also a close trade off, but in many of the galaxies I play in, I can't get 9 planets colonized vs Godlike when using the standard AI let alone this new AI. Death furnaces are great, but Prag first needs 13 colonies (unless some event comes along early) and Mal first needs 10. Each and every next trait in Mal costs 5 more going forward from here if all things were even at 13 vs 10 colonies. Now you see why I rarely open Prag first. Note that I have no desires to proceed further in Pragmatic and I don't use the colony IP projects like Culling since I don't see the AI's using them.
Anyhow, I good start for me as I managed 10 colonies and found a CS late (upgraded to constructor) and found two constructors. I'm fast enough with constructors that the AI's aren't stealing all my resources which can happen vs Godlike and I am likely to steal some of their's. Ten colonies should normally have me building my beloved Death Factory on my HW, but one of the new events rather than giving 10 IP instantly gives me 0.2 IP every turn.
T23 now and I've had poor luck with capsules to help me get Planetary Invasion quickly. It will finish in 2 turns and hopefully I'll be fast enough with the transports to nab a few Alterran planets as many are close by and juicy looking and not yet defended.
This decision to go for PI rather than Gaia Vortex means my attack comes earlier but my economy is weaker. Hopefully this gambit pays off.
I am certainly impressed with the overall mod right now and diplomacy is improved nicely, IMO.
More tomorrow as it is TV time then bed time. .. neilkaz ..
Well I think I can help with that invasion thing. I read about it in other posts. Ai wise decides what to invade had d on seize of map this scales in a text file. I don't know the name of it, but the range for immense is 16. You should make these bigger.
These?
<WartimeFocusSectorRadius>9</WartimeFocusSectorRadius> <!-- Increase with map size --> <WatimeFocusSectorTargetBonus>16</WatimeFocusSectorTargetBonus>
If you could point me to them posts you read I would be very grateful!
I have changed this since.
The AI does use them, its just not very often . Unfortunately I do not see any way to give them higher weights to encourage the AI to use them more.
I did however reduce them quite a bit. 125 Production for 1 IP to a cap of 5. Default is 100 for 1 IP with a cap of 10.
Thanks
Also in the current build the AI on godlike doesn't build transports up until turn 60 (after that I stopped testing), even if you dow them on turn 15.
The problem is with the techgovernor.
Try replacing the techgovernor.xml in the 1.2 version with this one (I made the AI research invasion together with medium hulls)
Download
and let us know how you like it, neikaz
That could also be down to my Strategy changes (I dont think Wartime kicks in till 60 ish), I will tweak them.
Edit:
Nope its set to 30, might still be a tad high though.
Adjusted Strategy for Wartime a bit, dropped it down to 20 turns. Also included zuPloed's updated Governors.
Hotfix 4 - AI Tweaks
Hotfix 4 - Improved AI
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