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.
Hmm, good catch.
If I would wanted the newest version of Improved AI modpack, Have I to update GalCivIII on 1.81 version? or it can works on 1.80 version too ?
Works on 1.8.
Hotfix for 1.81.
As always, thanks for help.+ no need to replace any files as usual ?
Nope Improved AI is a Standalone Mod. (You do not need the AI Tweaks, ID or ESL mods if you use Imp AI)
Won't launch for me right now. No current mods other than yours, error is:
Wha...
Did you update to 1.81?
EDIT
I cant reproduce the error my end.
Try this: IAI for 1.81
New combined file from your dropbox seems to work fine. At least the game launched without errors!
TY Horemvore.
@Horemvore
What are your thoughts on having the AI cheat in your mod (*cough* stardock AI doesn't cheat except the official modifiers *cough*)? I managed to make it rather reliably build multiple research cloisters, tech capitals and occasionally also more thulium data archives then it has ressources for. Similar for wealth and manufacturing, though not quite as bad for manufacturing.
I also currently changed<NumPlanetStarbasesBeforeBuildingResourceStarbase>0</NumPlanetStarbasesBeforeBuildingResourceStarbase>in GalCiv3AIDefs, simply because an early durantium refinery is superior to an economic starbase for example
I also slightly increased the weights for constructors in the early phases, though this change hasn't really matured yet.
Does the ai have the same fog of war on Gifted? I thought Stardock changed it so that all but the highest lvls of difficulty (ai) had the fog of war.
I can not prevent that. And yes it niggles a little bit. But only to the point I capture my first AI planet containing one of the AI's uniques, then it unlocks all the uniques I have built for me to build again. I did post about this bug a while back, but its not fixed yet so will have to just put up with it I guess.
I changed this to force the AI to build more Eco bases since I found they build far to many Mining bases, but I guess that is personal preference.
Debatable. But not something I can change via current modding.
Q: For your new planetary projects, does this mean "For every 125 manufacturing points invested one culture point will be generated"?
Q: What happens if the planet doesn't generate 125 mfg?
<PlanetaryProject> <InternalName>ProjectSanctuary</InternalName> <DisplayName>ProjectSanctuary_Name</DisplayName> <ShortDescription>ProjectSanctuary_ShortDec</ShortDescription> <Icon>Benevolent_Icon.png</Icon> <ManufacturingPerBonus>125</ManufacturingPerBonus> <BonusMax>5</BonusMax> <Bonus> <EffectType>CulturePerTurnBenevolent</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Flat</BonusType> <Value>1</Value> </Bonus></PlanetaryProject>
That is correct, it caps out at 600 mfg for 5 points. They are not mine btw, they were there in vanilla, just commented out in the xml.
Its stored in the MFG overflow until it is used
Little update:
Download
AIStrategyDefs: now includes Torians (boy, did they need this). Also some changes to include foodhubs more efficientlyImprovementDefs: mainly some changes to make the AI use ressource plants (durantium refinery, etc)GovernorDefs: replaced one influence with influencehub, so the AI preferes to build missionary centers and the thalan influence buildings over normal ones.It also includes an alternative Wealth governor, which makes welath worlds hybrid Research manufacturing worlds. A normal wealth governor is commented out, but still included.
Not tested on the newest DLC
Did you add weights by any chance? There are weights for improvements, just not used by the devs.
I am currently testing it out in GST(39 turns in), I hope it will give us a bit more control over what the AI builds and in what order. It is a RelativeWeight entry that comes after PlacementType. I think(not tested it yet) it will link to the AI Governor. All improvements atm have a weight of 1 so the AI does not "see" any difference between Improvement A and Improvement B.
Hmm, interesting, I didn't use it yet, but I think I will look into this sometime. Though the biggest issue i see at the moment is really the upgrading behavior, which blocks building more useful stuff.
Another thing I want to try out (some time) is the tech tree setting in the AI strategy defs.
Any update for 1.82?
Did 1.82 break it?
Updated for 1.82.
should I download the three parts separate.y and then combine them?
Three parts? You mean ID, ESL and AI Tweaks?
Improved AI for 1.82 (ESL, ID and AI Tweaks combined)
In regards to AI upgrading behavior, adding weights could limit this some what btw, if Tier One has a weight of 30 and Tier Two a weight of 15. Technically the AI should favor Tier One over upgrading to Tier Two.
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