Horemvore Horemvore

[MOD] AI Tweaks (Offical Release, 1.4 for patch 1.82)

[MOD] AI Tweaks (Offical Release, 1.4 for patch 1.82)

http://www.nexusmods.com/galacticcivilizations3/mods/82

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

  • Ship Blueprints - Moved around the priorities, added some extra Hyperdrive and defence modules to all Blueprints. AI use Rapid Reload, Targeting and Jamming on Medium to Huge hulls.
  • AI Governors - Changed the default ones a bit to include Unique & Defence buildings. Introduced a Military Governor and Ideology Point Projects.
  • AI Starbase Governors - Re-arranged priorities and introduced extra modules to them. (AI should be better at building them up to full capacity)
  • AI Fleet Governor - Changed the Transport Fleet composition to hopefully include more than 1 Transport ship.
  • AI Global Defines - AI should colonize for Longer, use more colony ships in general. AI is more likely to fight to the death over surrender. Tweaks to starbase priorities.
  • AI Strategies - Adjusted to encourage aggressive early colonizing.
  • AI has extra Transport ship blueprints. (Medium and Large hulls)
  • Battle Behaviors changed.

Battle Behaviors

  1. Interceptors will now intercept. They defend Assault, Support, and Starbases.
  2. Attack and Defense priorities were redefined for all ship types.
  3. Guardians will behave as I would expect orbital and Starbase defenders to act.
  4. Support ships will actively engage in hostilities but start much further back than previously.
  5. Starbases will begin the battle much closer to the front. I mean for them to participate in the engagement with their defenders rather than separately.

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.

327,329 views 156 replies
Reply #76 Top

Quoting Horemvore, reply 75

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

Do I need to start a new game for these to take effect? Also exactly what do I need to copy over to have these work. Note that I am not a modder nor programmer type person.

Thx .. neilkaz ..

Reply #77 Top

Download the file associated with the mod you are using, Extract to: ...Documents/My Games/GalCiv3/Mods overwrite when prompted.

And yeah new game required.

Reply #79 Top

Quoting bratrstvoNODKane, reply 78

and in case that I am using AI Tweaks+ESL.... ?

Use the Hotfix for Improved AI. You know you should be using this anyways, the new Diplomacy is, interesting :)

Reply #80 Top

Quoting Horemvore, reply 79


Quoting bratrstvoNODKane,

and in case that I am using AI Tweaks+ESL.... ?



Use the Hotfix for Improved AI. You know you should be using this anyways, the new Diplomacy is, interesting :)


I am already using that Diplo mod+ thise 2 other mods. So, If I am using all thise 3 mods, I have to apply Improved AI hotfix+overwrite when prompted ShipBlueprintDefs, even I used file from ESL/AI Tweaks compatibility?

 

Reply #83 Top

Death at the hands of the AI does not count though.......

Reply #84 Top

Horemvore. I am going to finish my Star Trek game. It will likely be another week (maybe) and Ill remove all your mods and reDL an updated GST. 

 

What if i DONT want the ship priorities changed? It seem very confusing on organizing my ships. Now it feels LIke I should just make all the ships as Guardians or Capitals. There is no point at all in making a 'tanking' ship if it does  not draw fire. So you make your capital a 'Support ship' Granted its still in the back and now you make your escorts change them to 'capitals' Only now the ai (which is now all assaults or escorts or interceptors) just zooms past the capitals on to the supports. The priority seems very odd. I get that we are trying to 'fix' the game to be challenging. Support ships are now a top priority on the pirate and ai..


I may just make my entire fleets all Escorts mixed with all guardians and see how that plays out....

Reply #85 Top

Of Course now it makes sense to have 3 lines of ships..

 

Capital long range are now designated as 'support' (the stay way back and fire at range using missiles or augmented beams)

Gaurdians which hang back with the 'new Capital support ships)....

Escorts which are now Capitals (seems like everything ignores capitals but attacks them since they are closer) which race into the heart of the fight or make them escorts or assaults...they get up front....

Reply #86 Top

BattleBehaviorDefs.xml, just delete it, its in the Improved AI/Game folder.

Reply #87 Top

Horemvore the mod that played with invasion range was deathdwind AI mod, and hassles insane abundant. If you are wondering maximum range they bumped it up to 256

Reply #88 Top

IAB is what I actually based the AI Tweaks off. I was including IAB's diplomacy in GST for a while, upto 1.71 which broke it. I was waiting for it to be updated to re include it, but I hear along the grape vine it got discontinued due to the mod author been "Encouraged to leave the forums". Hense I made ID. I will take another look at what he did to increase invasion range.

Cant find a AI Mod by Deathwynd though.

Reply #89 Top

I could of sworn he did an AI mod. Well maybe I was wrong. I am going off memory anyways.

Reply #90 Top

Error when I tried start game:
C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1187,17): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1201,17): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1259,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1273,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1331,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1345,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

Reply #91 Top

Quoting bratrstvoNODKane, reply 90

Error when I tried start game:
C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1187,17): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1201,17): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1259,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1273,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1331,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'

C:\Users\----------\Documents\My Games\GalCiv3\Mods\Improved AI\Game\AIStrategyDefs.xml(1345,15): error:
element 'PreferToRush' is not allowed for content model '(ShipClass,BuildFirst?,MaintenanceCreditPerTurnMultipleBuffer?,PreferToRush?,MinCount?,Weight)'


:o Fixed it. Install  Hotfix 5 over the top.

Reply #92 Top

I've shelved GC3 for awhile and hadn't checked the forums lately.  Thanks for the credit Horemvore.

 

Question?: Are starbases and shipyards engaging in concert with their defenders, or are they still engaging separately?

Reply #93 Top

Uhm, just installed the Improved AI.

You seem to use my tech governors and planet governors (slightly changed so the AI rushes consulates at the start?) but not my improvements. This essentially cripples Thalan among other things, because hives are not labeled manufacturinghubs anymore. Presumably it also breaks Krynn, since their special buildings are not labeled approval instead of influence anymore.

Reply #94 Top

Quoting zuPloed, reply 93

Uhm, just installed the Improved AI.

You seem to use my tech governors and planet governors (slightly changed so the AI rushes consulates at the start?) but not my improvements. This essentially cripples Thalan among other things, because hives are not labeled manufacturinghubs anymore. Presumably it also breaks Krynn, since their special buildings are not labeled approval instead of influence anymore.

Oops.

Reply #95 Top

Updated both mods on the Nexus(Added Improved AI as an Optional download under AI Tweaks & ID).

Reply #96 Top

Quoting zuPloed, reply 93

slightly changed so the AI rushes consulates at the start?

I am attempting to get the AI to at least try for a Cutlure war. It works well in GST for the Ferengi (Base Iconians or Iridians cant remember lol), a few game now I see them with most their worlds having 4-6 influence, and a couple with 12+. The other reason I added consulates is to try and make it harder for players to culture flip the AI.

Reply #97 Top

Getting a weird error after 1.81 that wasn't there last night (or any other time)

GalCiv3\Mods\Improved AI\Game\GalCiv3GlobalDefs.xml(1285,18): error:
element 'TutorialCampaignInternalName' is not allowed for content model

with a whole bunch of crap after that lol

Reply #98 Top

1.81 Hotfix is up on OP.

Reply #100 Top

Hum, I just saw, that the AI has no influence starbase governor! This means it doesn't build it, right?

Also interesting for the diplomacy modifier.