Enhanced AI

Discuss Enhanced AI

I would like to know about any bugs or strange things people see. This mod is not even at what I would consider a version 1.0 yet, so there are still many more things I want to do with it.

Of course, I would also like to hear what people like about this mod too. :slight_smile:

Also, be sure to play with it on the Extreme difficulty level if you want a challenge for now, as I removed the AI’s extra resources from higher difficulty levels.

I played to the vs multiplayer AI, and really felt its power! Singleplayer AI is still bad, even worse in campaigns

I updated the mod yesterday. Below is a list of the main changes, but there are actually more changes to this update. Give it a try and find out!

Changes in 0.9.7:
German Settler Wagon maintenance has been improved. It worked before, but it’s more consistent now.
Improvements to card deck selection.
British AI can use Florence Nightingale if they select that card and research it.
Warships are more aggressive.
Livestock pens are now used by the AI for land maps!
Ships should respond to being attacked a little bit better.
Handicaps brought back for Hardest and Extreme difficulties for now. Handicaps were brought back
because it is too difficult for some people to read this mod’s description.

I have the mod in my Mods list but how do I use the advance Ai in Skirmish games?

Strange I have done that and the Ai does not build walls or play any different to the default AI. I play on Extreme difficulty

@PurSpyk, if the AI does not send you a message at the beginning of the game mentioning that you are using my mod, then the mod is not activated. If you have other AI mods activated at the same time, that could cause problems as well.

The mod has been updated today. Below are the update notes.

Changes in 0.9.8:
Greatly improved card selection for: Aztecs, Chinese, Ethiopians, Huadenosaunee/Iroquois,
Huasa, Inca, India, Italians, Japanese, Maltese, Mexicans, Sioux/Lakota, and USA.
The AI will use Livestock Pens more often now and they are no longer restricted to just land maps.
Adjustments to the naval logic.
Fixed an issue with ships loading artillery due to a recent official game patch change.
Very experimental custom Archipelago logic is now implemented. The AI will likely not be a challenge on Archipelago yet.
The AI will now build bases on islands in the Archipelago map. This base building logic will be implemented for land and other sea maps soon.
Refactored various areas.

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The mod was updated again today. Below are the update notes.

Changes in 0.9.9:
Improved the AI’s ability to rush and made it more aggressive in general.
Aztecs now train Eagle Scouts.
Spanish now train Missionaries and War Dogs. They use Unction too.
Chinese now train Disciples.
Italians make use of more Architects now.
Minor improvements to the Archipelago logic. It is still very experimental.

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Hi; I tested this and it seems it doesn’t work, as the AI is still unable to load the artillery in a ship:

First of all, thank you for reporting some test results, this is helpful!

However, I believe your issue may be due to a mod conflict. I just tested to confirm and it works fine for me.

There are two things to check:

  1. (Not likely) Make sure the protomods.xml file exists in the data directory of my mod.
  2. (Most likely) Turn off any other mods you have, as one of those may have a protomods.xml file that is causing a priority conflict with mine.

Let me know if this information helps. Thanks, @EntombedCurve02!

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I will check again and post results, I’ll let you know as soon as I do it

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