Let's Play to showcase my AI-Mod

4X strategy game from Proxy Studios

Moderators: Pandora Moderators, Slitherine Core

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Xilmi
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Let's Play to showcase my AI-Mod

Post by Xilmi »

I've started a Let's Play in order to showcase my mod.

The Mod's purpose is to improve the decision-making of the AI when it comes to selecting what it should build.

The stock AI, especially in the lategame can't really compete well because of two problems:

It neglects the buildup of it's economy.
It builds too many completely outdated units.

By tweaking the "strategy score"-variables of almost all buildings, units and unit-components, I believe I succeeded in dramatically improving the way how the AI picks the buildings and units to build.

If you want to see a preview to help you decide if you want to use the mod, you can watch this Let's Play.

The Mod can be found and downloaded here:

viewtopic.php?f=279&t=50873#p479146

Last edited by Xilmi on Sun Jul 06, 2014 7:56 am, edited 1 time in total.
Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

And here's the second part:

Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

And the third one:
Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

And part 4:
Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

I'm really starting to get the hang of this. ^^

Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

The sixth part of the series is right here:
Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

Some confusion in part 7:

Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

The monologue continues:

Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

Number nine.

Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

Edited the start-post since I realized an introduction about what it is all about would probably makes sense.
Megas
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Re: Let's Play to showcase my AI-Mod

Post by Megas »

Nice. The mod seems to be working very well.
Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

Megas wrote:Nice. The mod seems to be working very well.
You are invited to download and try it yourself.
void
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Re: Let's Play to showcase my AI-Mod

Post by void »

Hi Xilmi,

Thanks a bunch! It's apparent that in the base game the total tier (that is, tier and subtier) don't have enough impact on the score (it currently ranges up to 0.1 from absolute lowest to highest tech). I'll publish a smaller update in a day or two that will fix it and make the tier impact moddable via XML. I'll also have a closer look at what other changes you made that I'd like to see in the base game.

Sorry for the inactivity over the last two weeks, had some semi-holidays. Things will get active again over the next days, and we'll have an announcement coming up in the near future.
Lorenz Ruhmann
Proxy Studios
Xilmi
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Re: Let's Play to showcase my AI-Mod

Post by Xilmi »

Thanks for your reply! :)

To sum it up:
The only changes I made where to the various strategy-score-variables of just about everything, that has a strategy-score.

Buildings and Advancements that I consider important got their score drastically increased to 1.5 and higher (up from 1.0).
Armor-Tiers, since they don't have to compete with buildings, are now ranging from 0.2 (Tier 0) to 1.0 (Tier 8).
Weapon-Tiers now range from 0.8 to 1.0.
And the Base-Units, as I said, now range from 0.8 to 1.0 aswell.
The one thing I did not touch where the Special-Modules for the units, since I'm not sure yet myself how valuable each of those could be to the AI. I've gotten some hints for that by another player but I'm not convinced that those hints still hold true considering the AI actually building the good units.

My current considerations for an eventual update for the mod are to increase the value of industry-modules even further as they are the first thing that should be built in a new city to get it up and running quickly.
MattyLatty
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Re: Let's Play to showcase my AI-Mod

Post by MattyLatty »

Looks very promising. I've bookmarked this thread for the near future! :)
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