Jakcie A.I (Actual AI improvements)

Have you noticed any new interesting changes and AI improvements in this patch? I’m asking because I don’t have access to such information, I operate with what I see from changelogs and what happens in the game. In general, the AI has gotten better, what has improved in the AI? Have the developers introduced something interesting or fixed something drastically in AI behavior ? If it is not difficult for you to write in a few lines . Thanks :slight_smile:

1 Like

Honestly, there’s nothing super interesting/game changing other than the addition of the new civs. This includes the landmarks, unique units, buildings etc being grouped in either their own unique build groups or being treated like other civs version of the building (such as houses for example). That does mean there are technically a lot of additions but most of them are mostly nothing. There are a lot of new unique groupings which you can assume form every unique unit/building. Templar fortresses are treated as a unique group of building. Templar units are groups with other unique units to be prioritized over default units much like other unique units. Lancaster has a unique group for manors etc. There is even a unique grouping for each Templar age up research (which makes sense because it is a unique way of aging up. Abbasids also have a slightly unique grouping for their age ups for the same reason). Though as the Templar age up is broken for the ai, I did have to real quick make a fix that seems to work.

Remember the ai learning? It still exists. Idk if I ever went much into it but to introduce it, under tuning_ai.xml, there is a “combat_machine_learning” section complete with mentions of inputs and a value for every unit. What does it do? Idk, but it keeps getting updated, so it must do something.

That does not mean there are 0 extra changes besides the above. I notice there are tiny changes every patch that was making the vanilla AI a tiny bit different. I can’t really show it but I swear each patch the AI either gets more broken or fixed. Such as AI combat and sieging being more fixed, to the point where my mod was actually behind on that compared to vanilla.

4 Likes

Thank you for the information and clarification on this issue :slight_smile: Thank you also for continuing to work on the mod.

In general, the fact that the AI is improving a bit over time is great, because I hope that the AI will someday be amazing like in AoE 2 DE, and maybe even better. Although I would like to see the process of AI improvement happen faster :smiley:

Hello, does your mod fix the AI to know to make transport ships in maps that require that?

1 Like

I saw your post of the “AI is Terrible” post and im pretty sure youre talking about the problem of the ai not being able to play waterlanes properly. This is because the setup of waterlanes is too unique for the aoe4 ai to process. In fact, maps like migration or other fully water maps play better than waterlanes.

The fact that water is “limited” when selecting waterlanes in the lobby makes it so that the ai thinks that the map still 100% works if water is ignored (which it wont because the gold is on the isands). This means that the ai is pretty much playing this map as if it is playing something like confluence or mongolian heights, where water is an option to gather food (waterlanes doesnt even have fish lol) rather than necessary and transportation is not needed as you can cross the river by land (which you cant on waterlanes). You may also notice the ai also does not build combat ships, again imagine if the ai is playing confluence, why would you need a lot of warships if it is restricted to lakes? Its unfortunate and I don’t know how to fix it. Im pretty sure even the devs don’t really know how to have the ai play out this map.

Maps like migration or warring islands on the other hand are full naval maps (you can see it on the lobby screen too). The ai WILL make at least 2 docks with fishing ships before aging up. They will even perform actual transport ship migrations to the main continent in migration. They build combat ships before they build an army. They do it poorly but they can still play the map.

I admit I never payed attention to water with the ai too much, though as a start I always try to have the ai build docks immediately on water maps to try and replicate player water focused build orders.

Hope this at least answers your question to waterlanes, but do try other water maps. If you want a checklist on if the ai would play a map properly, make sure
-nothing super important is on islands
-map is a full water map (according to lobby)
-deep fish exists (fishing ships never want to collect shore fish for some reason maybe I can fix that)
-The main island still has enough resources to build the whole base

5 Likes

Thank you for the update! This mod is essential for me. I love for the AI to build walls again, so sad that they broke it

1 Like

The AI always retreating was very annoying for me as well. Glad you fixed it!!

1 Like

@JakcieChan1178 Do you think if it is possible to lower the amount AI focuses on sacred sites. I usually play with ss victory condition off but AI still builds bunch of keeps and towers on them and uses its armies to try to capture them

Since late game armies have usually siege this means that the AI wastes way too much time moving from ss to another or rescources building fortifications on top of them

I feel you friend. I will go for github solution in my mod too for Conquest Mod. I will check the new DLC and changes to see and if my current mod works or not or how much fixes I need to do again. I already remade my mod two times. I hope that AOE4 developers find a solution that will not ruin our mod efforts every time thy bring a new DLC… It takes lots of time to remake the mod based on the the new DLC again.

1 Like

@JakcieChan1178 Holy Roman Empire AI new bug
AI does not use the new Cistercian Abbeys technology and thus loses the ability to stockpile resources in the Monastery and inspire residents near the Monastery to get resources even faster .

@JakcieChan1178 A new patch has been released which includes some AI fixes.

AI Updates

  • AI combat ships, villagers, and military units will now correctly continue to flee when faced with enemy Incendiary Ships, military units and converting monks.
  • AI players will now avoid producing fishing boats if no deepwater fish deposits are present on the map.
  • AI players will now avoid building fishing boats on maps that do not have fishing spots.
  • AI players will now correctly build naval military on lake maps.
  • AI players will now avoid building naval military when it isn’t necessary to do so.
  • Knights Templar AI players will now age up efficiently.
  • The AI players will now be more aggressive after small-scale attacks if their squad is almost lost.