Enhanced AI

@DarthJakeLord, in regards to all of the maps included with the game, the size of the map alone does not affect the AI’s ability to perform. You may play on large or normal sized maps, it does not matter.

You may play on almost any standard skirmish map you want. Archipelago works, but it’s a work in progress. I need to add code for Ceylon too. I personally like to play on Great Plains, Caribbean, New England, Saguenay, Vistula Basin and Mediterranean, regardless of whether I am playing against AI or not.

Another update for Spring has arrived.

Changes in 1.0.3:
The AI is better at aging up.
The AI selects more beneficial and interesting politicians now.
Japanese will now train Shinobi if they have Daimyo Tokugawa present.
The AI should perform better on Ceylon.
The AI will send some of its troops to destroy enemy trade posts or patrol the map.
The AI should attack a lot more often on higher difficulties once it gets a decent economy going.
The AI will now occasionally try to destroy all of your docks on water maps just to be cruel.
If economic conditions permit and the AI is in the Imperial Age, they will create extra military buildings.
Custom AI card deck creation now supports distinction between land and water maps. Name your decks “Enhanced-Land” for land maps or “Enhanced-Naval” for water maps. Rename your “Enhanced” decks appropriately for compatibility with this update.

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Today’s update is a small one.

Changes in 1.0.4:
Fixed an issue that prevented the AI from making up to 7 docks.
Fixed an issue that prevented the AI from making enough fishing boats on naval maps.
Fixed an issue that dealt with military maintenance.
Randomized the new dock attack logic so it will randomly select a dock from a list of docks it has seen.

Love this mod, but have a slight issue. I play Skirmish, against AI (select all Ai opponents), free 4 all, on the hardest difficulty, largest maps, all random. These games can go on for hours, after a few hours the save game gets corrupt. With the same settings without the mod the save games never have an issue. This is the only mod I have installed.

@PurSpyk, thank you for the compliment, I am glad you are enjoying the mod.

As for the issue with saved games sometimes not reloading, it is not unique to my mod alone. I have noticed this issue when using civilization and card mods too. I will look into it after the next version release of the AI mod.

Great, thanks. Odd I only have the issue if this mod is installed, and as mentioned its only the late games where the issue occurs, my save files become larger than 60MB

As a treaty 40 coop player (vs AI), we try this AI mod and the AI is a new challenge, good job !

I would like to put our problems we got with this mod in our configurations :
1- We have a systemic desync in early game, in the first 10 minutes when we age up in age 2 or 3. The game is recovered (slowly) by AoE3 so we can continue but it’s not the most fun moment of the game to wait an extra 5-10 minutes.

2- As we play 2v4 / 3v5, we experience easily some hard lag and perfomance issues, even with all very good PC and internet. It hits anyone, even (especially ?) the host.
We have to pause 5-10 times to make everyone back in the same pace during fights, and sometimes the game because almost unplayable.

We already experienced that back in the day before DE with an old AI enhancer which did put the game to it very far limits.

3- About decks, even if we can make deck for AI, sounds not very user friendly for now as the game is made so I dont consider it as an option for now.
What IvanZvania said earlier this year (26/03) is still true :
European decks sounds almost perfect from the most I looked for, expect for Admiralty card in land map for no reason and may be some age 1 card overlooked.
All others civs put too much weight in age 4 troops cards. Only troops with upgrade (like for Aztecs and Incas mainly) should be still there, not more.
Keep a good weight on team card if they give a long term bonuses.

4- It sounds like there is a build-in handicap right ? I mean they age up quicklier, they build everything faster, including forts as a Castr*metation fan it takes ages for us ^^ Not for them.
About which ingame handicap it correspond to, to have an idea ?
(And a bit disappointed that the AI need extra cheating with of all improvement they already have and the performance issues that lead to)

If interested, if you have more specific observation about AI behavior in treaty you want to have, I can try to take notes ^^

@PurSpyk, with the recent update, this issue may very well be resolved. Let me know if it still occurs with version 1.0.5.

Hi @Khalmos, thank you for your compliments on the mod. I am glad you and your friends are enjoying it. I will respond to some of your input below.

We have a systemic desync in early game, in the first 10 minutes when we age up in age 2 or 3. The game is recovered (slowly) by AoE3 so we can continue but it’s not the most fun moment of the game to wait an extra 5-10 minutes.

In version 1.0.5, which was just released a few minutes ago, this issue may very well be resolved. Please let me know if you still experience this issue with version 1.0.5.

As we play 2v4 / 3v5, we experience easily some hard lag and perfomance issues, even with all very good PC and internet. It hits anyone, even (especially ?) the host.
We have to pause 5-10 times to make everyone back in the same pace during fights, and sometimes the game because almost unplayable.

This is a common issue in large games in AoE3DE, as far as I have heard and experienced. I notice this issue with and without the mod after playing 2-3 games or if a 3v3 or 4v4 game carries on for a long time. If I had access to AoE3’s source code, I could probably do a lot for optimization due to my work experience, but alas, this is not the case. :slight_smile:

European decks sounds almost perfect from the most I looked for, expect for Admiralty card in land map for no reason and may be some age 1 card overlooked.

Who did you notice this for? Last time I tested for this, it was for the Dutch. If another civilization is having this issue, please tell me which one. I am planning to refactor the card area of the mod, so that will be a perfect opportunity to check for this particular issue.

If interested, if you have more specific observation about AI behavior in treaty you want to have, I can try to take notes ^^

I appreciate the feedback, so yes, please let me know if you see anything else or have interesting features you would like to see. This is just a hobby project for me, but when time permits, I do work on it a bit. :slight_smile:

I have uploaded a larger update for July. I also wanted to include a particular feature I am working on that I believe will be very interesting, but it will have to wait until a later release due to time constraints. Anyway, below is a list of changes for today.

Changes in 1.0.5:
AI now trains allied naval units if they are available for training.
AI now makes sure all docks are accompanied by at least one tower within a certain range on naval maps.
AI now makes sure at least one tower is near each factory.
Fixed an issue with Battleship transportation dropoff points.
Fixed an issue that could cause the invading armies to stay on the coast or run around in circles, even after
finding the enemy base.
AI will now maintain a couple of priests or monks.
Added logic so the AI can begin to use healing units to heal injured units.
AI may now build as many churches, basilicas, or mosques as it can.
Added more improvements to how the AI ages up.
Refactored some naval logic.
Improved the prioritization of various plans.

Will test and let you know, thanks for updating

Hi, unfortunatly it still corrupts the save game and either wont load or crashes the game

@PurSpyk, I let my extra computer run a game for one hour and fifty minutes without the mod installed. It was a 1vs7 with vanilla AI. Thankfully, the laser shooting gatling camel cheat units made this test easy to do without much monitoring. I was unable to load the save game file from this test.

I did a couple of extra save game tests with and without the mod installed as well. One thing I noticed, regardless of whether mods are in-use, is that saved games now have a 1-3 second lag upon loading. I would theorize that this symptom is related to the issue being discussed above, especially considering that the extra tests were using saved games with only ~15 seconds of total game time.

From the above results, I would conclude that this particular issue resides outside the scope of my mod and is likely some sort of issue in the core game itself.

The crashes may have to do with the number of units on the map at the time of saving or something like that. But without creating and looking into detailed logs, it would be difficult to diagnose, and since I don’t have access to AoE3’s source code, implementing custom logs is not possible from my end.

European decks sounds almost perfect from the most I looked for, expect for Admiralty card in land map for no reason and may be some age 1 card overlooked.

About Admiralty Europen
Spain German Dutch : OK
Italian French Malta Brits Mexico Portuguese Sweden Otto Russia USA : KO
(and there is still some weird choice here and there like brits still have 1k food crates age 3 ?)

About non-european civ and age 4 units card spam :
All KO

@tilanus
Please keep on eye on this!

Mi comentario era dirigido a los creadores del mod por la conducta de la IA, no iba dirigido a la IA original del juego

Lo sé. Pero de algo si puede servir el hilo es para darle bombo y platillo a un problema de la Inteligencia Artificial que el juego ha llevado desde su lanzamiento

@Khalmos, thank you for your notes. The Admiralty card issue should be resolved with a hotfix update I uploaded today. I was not able to reproduce the issue during testing, but I added conditionals that should prevent it from happening now. Let me know if you have any issues.

As for unit and resource shipment cards, as I mentioned before, I am going to be doing an overhaul of the card area for an upcoming update, so those changes will be part of that as well. Thanks again for your input, this is helpful!

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After further testing in treaty 40 :
1- Desync crash resolved, so thank you a lot !

2- French do the Bastille Revolution (bug like the original AI at this point) and don’t know how to play it. (Dont do eco, build military building with Sans-Culotte…don’t pass the Napoleon Era, and didn’t get feed by allies…well not good !)

3- Good outpost setup in the middle of the map.

4- When the AI want to kill one of our frontine outpost, even not that close, AI tend to go straight without giving a sh*t of my troups, so it become total free dps for me. (And it can change it mind so it go backwards with the same troops, hum…)

5- Too much arty (espacially mortar) : AI train like 2 or 3 batch of 5 mortar with a 2/3 of his base razed and in defending position, it’s kind of ridiculous.

6- Less performance issues, but there is still some time at specific moments in the game, I guess some script are much more consuming than others ^^

I hope it will help ! :slight_smile:

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I have to point out a couple of things.
First and foremost, the positives: I like how the AI feels more like a player than a machine that can just dumb spam units.
However, I should also point that maybe this is overtuned.
AI is better than you at the start of the game and will be continuously faster, but if you manage to resist their first onslaughts, you will win inevitably. AI selfdom build military buildings and even less train soldiers. When it does, is in the minimal quantities despite of being obsesed with big eco, resulting in late game single cannon attacs and even worst, if you manage to put it off to age V, is most likely that it won’t have an army at all.
I don’t have to point out that this isn’t funny at all.
Perhaps there should be a command to always have a blob of units near the initial TC unless their units are already in the players city.