Delnar's AI Cleanup AI
Delnar's AI Cleanup AI Cleanup
About this mod Machine translation
Delnar's AI Cleanup AI Cleanup
I've had some preliminary looks at Civ6's SQL database and discovered some AI-related shortcomings. The fix is included in this rather small mod. If anyone is curious about the reason behind each change, all fixes are appended with comments in the .xml file.
Latest version: v7 - 2016-Oct-31
For forum visitors, here is the Dropbox link.
Spoiler Full Changelog:
v7 - October 31, 2016
- Lowered the cap on settlement operations to 2 (from 16, now 1) to ensure the AI doesn't spam settlers when they want a new city but there are already settlers
- Added permanent offer list which makes Industrial Park a popular area for all major civilizations
*Added a permanent favor list so that all unique areas are favored by their respective civilizations
*Added dynamic/stage turn fix (thanks notque and FilthyRobot) as it's a harmless bug fix essential for multiplayer
v6 - 2016 - October 30
*Fixed a bug that caused the AI to not move settlers correctly
v5 - 2016 - October 29
- Added Combat AIType to Scouts and Rangers so that they can participate in operational positions that only require units with a certain combat prowess (e.g. settler escorts)
*by setting it to a very high 16 instead of removing the cap entry, which would result in a cap of 0
v4 - October 29, 2016
- Changed the way settler flavor increases so that it now works hopefully (via a permanent favor list entry rather than via a pseudo default).
v3 - October 29, 2016
*Added a special thanks section to the mod's description
- Fixed a bug that prevented behavior tree editing from upgrading workers
*Increase settler flavor by 50%. This is done modifying the default value of the settler pseudocode, since apparently "pseudofield" is what the flavor is now called
v2 - October 29, 2016
- Fixed a lot of mod's changes not loading correctly (thanks to RushSecond and qqqbbb, a bit showing Rust as I use non-DLL modding)
*Reverted the addition of UnitAIType tags for cavalry from Indian Varu as they were not high mobile (thanks to notque for pointing this out)
*Changed the priority of certain unit movement types to make the AI pillage areas and traders more, attack civilians less, attack camps less, use air strikes more often, and (hopefully) build armies and legions appropriately.
- Changed simple city attack operation to allow more ranged units (increased max cap from 3 to 12)
- Changed the upgraded unit behavior list so that the AI can dismiss units that would normally want to be upgraded
*Allows the AI to run an additional city defense action for each war they fight to help defend against simultaneous attacks against different cities
- Removed cap on settlement operations so that the AI can have as many settlers as possible at the same time
- Added a new action that should work an annoying harassment action: one or two cavalry units should run around the enemy's territory, mainly looting areas
- NOTE: If you want to see a commented example behavior tree, this is what you should check out
v1 - 2016 - October 21
AI-only changes:
- Added exploration unit AIType to Spies as they can be used for reconnaissance
*Added Ranged UnitAIType for Rangers since they have 1 ranged attack range (like Slingers)
*Added Civilian UnitAIType naturalists as they have no combat capabilities
*Added Explore UnitAIType to Modern AT as they are the only melee land unit missing that entry (this just means the AI can use them as scouts if it wants to)
- Removed exploration unit type armor from modern and replaced it with melee UnitAIType to bring them in line with all other heavy cavalry entries
*Added Civilian UnitAIType for Military Engineers as they have no combat capability
- Added Build UnitAIType to legions as they can build with the same improvements that military engineers can provide so the AI should be able to use them as builders
- Added cavalry unit AIType for Cavalry Horse Archers, Egyptian Chariot Archers, Scythian Horse Archers, American Rou …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.