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 #101 Top

Quoting zuPloed, reply 100

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.

Hmm, good catch.

Reply #102 Top

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 ?

 

Reply #103 Top

Quoting bratrstvoNODKane, reply 102

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.

Reply #105 Top

Quoting bratrstvoNODKane, reply 104

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)

Reply #106 Top

Won't launch for me right now.  No current mods other than yours, error is:

C:\Users\-----\Documents\My Games\GalCiv3\Mods\Improved AI\Game\GalCiv3GlobalDefs.xml(1286,17): error:
element 'TutorialCampaignInternalName' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,ShipyardMaxSponsorCount,ShipyardSalvageMultiplier,BaseStarbaseDef,VigilantStarbaseDef?,BaseShipyardDef,GamePacingPacingDef,ResearchRatePacingDef,BaseMiningBaseBuildTime,NonStackingEffects*,ManufacturingSliderLowerScalePoint?,ResearchSliderLowerScalePoint?,TaxesSliderLowerScalePoint?,DefaultEjectTile,RushCostMultiplier,CapitalImprovement,CivilizationCapitalImprovement?,IdeologyTraitBaseCost,CoercionForgiveness,CoercionMaxPenalty,PopulationToProductionExponent,PopulationToProductionMultiplier,GlobalTriggers*,GlobalCombatMods*,GlobalFactionMods*,GlobalColonyMods*,GlobalInterColonyMods*,GlobalCapitalColonyMods*,GlobalAsteroidMods*,TradeRouteInitiatorMods*,TradeRouteRaidMods*,TradeRouteRaidPathMods*,WarWithFavoredCivMods*,DefenseDamageWeaponMod,MinimumDamage,ApprovalToGrowthCurve,ApprovalToProductionCurve,ApprovalToInfluenceCurve,ApprovalToResistanceCurve,ApprovalHappyThreshold,ApprovalContentThreshold,InfluenceMinToClaim,InfluenceRadiusRoot,InfluenceBellCurveTargetDivisor,InfluenceFactorOnTakeover,InfluenceFalloff,GrowthDecay,DiplomacyViewCameraMovementEasingCurve,EngineTrailWidthCurve,NumFreeStarbases,AdditionalCostPerStarbase,RequiredStarbaseSpacing,TacticalBattleArenaSize,TacticalBattleMinHitChance,BattleMinFireDelay,BattleMaxFireDelay,MinShipPopulation,DefaultShipPopulation,ReservedColonyPopulation,MaxPopulationSourceDistance,LoadTransportPopupWndDisplayMultiplier,LoadTransportPopupWndScrollbarNumStepsMultiplier,GraphVerticalRangePadding,GraphMaxNumFactionsToDisplay,MainMapGraphLineThickness,MainMapGraphMaxTurnsRange,GraphsScreenGraphLineThickness,TechTreeLineInsetDistance,TechTreeHorizontalSpacing,TechTreeVerticalSpacing,TechTreeClusterSpacing,TechTreeScreenCenterX,TechTreeScreenCenterY,TechTreeMarginX,TechTreeMarginY,TechTreeCenterViewOnSelect,TechTreeIsDraggable,TechTreeMo
 
 Installed two sets of files from original post:
  • Improved AI-82-1-2
  • Improved AI 1.81 Hotfix
Reply #107 Top

Wha...

Reply #108 Top

Did you update to 1.81?

EDIT

I cant reproduce the error my end.

Reply #110 Top

New combined file from your dropbox seems to work fine.  At least the game launched without errors! 

TY Horemvore.

Reply #111 Top

@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.

Reply #112 Top

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. 

Reply #113 Top

Quoting zuPloed, reply 111

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 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.

Quoting zuPloed, reply 111

I also currently changed
<NumPlanetStarbasesBeforeBuildingResourceStarbase>0</NumPlanetStarbasesBeforeBuildingResourceStarbase>
in GalCiv3AIDefs, simply because an early durantium refinery is superior to an economic starbase for example

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.

Quoting Larsenex, reply 112

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.

Debatable. But not something I can change via current modding.

Reply #114 Top

Quoting Horemvore, reply 113

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.
An idea I have played with today, is changing the constructor blueprint to add life support later. Success is mediocre :/ Maybe make a split constructor one with support and one with support. The former being for upgrading, the latter being for grabbing far away stuff. But then I wouldn't know how to make the AI prefer the former early.
Quoting Larsenex, reply 112

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.
From what I have observed, the vanilla AI has normal FOW on normal and below for colonizers.

Reply #115 Top

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>
Reply #116 Top

Quoting ManiiNames, reply 115

For your new planetary projects, does this mean "For every 125 manufacturing points invested one culture point will be generated"?

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.

Quoting ManiiNames, reply 115

What happens if the planet doesn't generate 125 mfg?

Its stored in the MFG overflow until it is used :)

Reply #117 Top

Little update:

Download

AIStrategyDefs: now includes Torians (boy, did they need this). Also some changes to include foodhubs more efficiently
ImprovementDefs: 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

Reply #118 Top

Quoting zuPloed, reply 117

ImprovementDefs: mainly some changes to make the AI use ressource plants (durantium refinery, etc)

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.

Reply #119 Top

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.

Reply #120 Top

@Horemvore

Any update for 1.82?

Reply #121 Top

Did 1.82 break it?

Reply #122 Top

Updated for 1.82.

Reply #123 Top

should I download the three parts separate.y and then combine them?

Reply #124 Top

Three parts? You mean ID, ESL and AI Tweaks?

Improved AI for 1.82 (ESL, ID and AI Tweaks combined)

Reply #125 Top

Quoting zuPloed, reply 119

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.

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.