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Thread: Ultimate AI - Feedback and Discussion *Old*

  1. #1
    GrandViZ's Avatar Domesticus
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    Default Ultimate AI - Feedback and Discussion *Old*

    Ultimate AI Mod
    You won't find any better strategic AI than this!
    Version 1.1

    Author: Mesut aka GrandViZ

    The Ultimate AI Mod is a complete redesign of the Vanilla AI, providing a more challenging and diplomatically active AI opponent.

    Well, all the improvements that were promised for the previous version are now real!
    Thank you all for our valuable feedback and sorry for the buggy version 1.0.

    Download - you no longer need any other archives!
    http://www.twcenter.net/forums/downl...do=file&id=971

    Installation
    See installation instructions on how to use the Ultimate AI.

    Features
    - Separate AI profiles for Papal States, Catholics, Orthodox, Muslims, Mongols (Timurids), Aztecs, and Neutrals
    - AI backstabbing to alliances reduced to a reasonable minimum
    - AI factions organize in lasting power blocks
    - AI decision making evaluates global reputation, faction standing, situation of alliances, religion etc.
    - AI invasion and defense parameter have been redesigned for best results
    - AI attacks rebel settlements in the beginning with high priority
    - AI concentrates its forces before attacking and attacks with bigger stacks
    - AI defends settlements with more units
    - Papal States will behave reasonable (for best results do not ally the Papal States)
    - No alliances between islamic and christian factions, however human player can ally whoever he wants!
    - Only limited alliances between catholics and orthodox factions
    - Special relationship between the Pope and Italian states (Venice, Milan, Sicily) - Pope will ask for help when attacked
    - Rebels will attack if they have the opportunity
    - Balanced reputation system for more realistic results

    - Balanced diplomacy system, so it feels more real
    - AI will bargain more

    - Increased movement rates for all units
    - Balanced income for all factions
    - Tweaked victory conditions

    Other Mods using a version of Ultimate AI
    Age of Darkness by RTR Fan
    Deus lo Vult (DLV) by repman
    Divided Kingdoms by Ronin
    Extended BigMap by Spurius
    Lands to Conquer 2.0 (LTC) by Lusted
    Rise of Kings by Kushan
    Road to Jerusalem by Rammstein
    SPQR Style Medieval Mod by Angel & others
    The Long Road by Ely Soto aka tornnight
    Winning Combo Mod by Valkirah

    Please also note, that not all mods use the latest version of the Ultimate AI. However this is the only one, that will have my support.

    Changelog v1.1 *NEW*
    - Added all the files into one single archive, installation with vanilla version should be very easy now
    - Fixed passive crusades / jihads
    - Fixed defenders leaving the siege
    - Reduced war-madness without touching the help allies code too much (it still works, but has more restrictive preconditions)
    - Enabled naval landings for further factions to improve AI performance
    - Tweaked several files due to feedback from the community - thank you all!

    Changelog v1.0
    - Made improvements to every aspect of the mod!
    - Streamlined invasion and defense AI
    - Got rid off most senseless forced invasions
    - AI concentrates more on few conflicts and doesn't go mad with the whole world!
    - Added some new triggers in faction_standing.txt´
    - Fixed a bug that would prevent the AI from attacking when at war
    - Tweaked the diplomacy changes from last version even further
    - Introduced a money script for AI (reasonable values) and rebalanced Kings Purse accordingly to give the human player the best experience (Challenging)
    - Tweaked victory conditions
    - Deleted the Aging mod from AltarisGreyhawk due to some issues in his script

    Changelog v0.9
    - This one is solely a diplomacy update (descr_diplomacy.xml), but its worth the effort!
    - Increased the odds for ceasefire offers made by the human player (credits to DrJambo for the nice discussion).
    - The AI will now make a lot more counterproposals in negotiations.
    - Decreased the value of alliances, trade agreements, map information to reduce the possibility of exploits by the human player.

    Changelog v0.8
    - The default papal_faction AI is now quite passive. For best results don't ally the papal states.
    - The papal_faction_passive profile has been deleted from the code - there is no need for it anymore!
    - Made several changes to the invasion code
    - Started to balance the descr_faction_standing.txt and descr_diplomacy.xml files, e.g. I got rid off artificial reputation normalisation and modified some event effects.
    - Declaring war on a faction will now affect the standing to its allies as well (reduced effect of -0.2)!
    - Added separate Aztec AI profile

    Changelog v0.7
    - Made alliances slightly better in regard to backstabbing
    - Remade and optimized the defense code
    - Remade the "help allies" code
    - Increased the value of an human ceasefire proposal
    - Balanced once more the modifiers for faction and global standing
    - Made a new common profile for mongols and timurids (ai_label is mongols)
    - Increased the income by 30% in my custom descr_strat.txt against v0.6 (decrease the income of the faction you want to play for a more challenging game)
    - Changed the campaign to be 1tpy and included AltarisGreyhawke's aging mod
    - The AI label papal_faction_passive seems to have a conflict with the hardcode, causing the game to hang, when you conquer the Papal States. Therefore I turned back to the active variant, until the issue can be fixed. The ai_label papal_faction_passive will still work, but I will not give support for it right now.

    Changelog v0.6
    - Changed income and starting denari in my custom descr_strat.txt to better reflect the economical power of factions at that time in history or for balance reasons (see .xls file)
    - Changed global AI profiles of venice, turks, portugal, hungary, papal states
    - Added a new alternative AI profile papal_faction_passive for those of you, who prefer a passive papal states, to use it change the ai_label accordingly

    Changelog v0.5
    - Added new AI profiles for orthodox and islamic factions (you have to change the ai_labels in descr_strat! see Installation)
    - Added special stuff for the Pope
    - Added Invasion entry for rebel factions
    - Tweaked and optimzed alliance buildup, more realism
    - Added code to prevent islamic - christian alliances, in the long run there will be more religious wars!
    - Fixed a CTD issue in the invasion code
    - Added a slightly modified descr_campaign_db.xml

    Changelog v0.4
    - Fixed (hopefully) the CTDs in version 0.3
    - Less alliance crossing
    - Increased the odds fors religious wars a little
    - Balanced faction standing more in direction of vanilla settings

    Changelog v0.3
    - AI goes for alliances right from the beginning, so human player gets competition
    - Toned down alliances a little, however there will be no senseless backstabbing
    - Alliances will be more stable
    - Improved invasion code against rebel faction in times of war
    - Papal states and catholics use their own profile to achieve more religios animosities
    - Papal states won't ally muslim or orthodox nations
    - Papal states won't go to war with other catholics when not attacked (they will defend of course)
    - Protectors will try more to keep peace with their Protectorates

    Changelog v0.21
    - fixed a nasty bug that would cause M2TW to crash

    Changelog v0.2
    - Redone the whole concept from scratch!
    - AI takes now reputation and standing into account when making decisions!
    - All factions act with the same baserules with exceptions for catholics and the pope!
    - Next step will be to add religious animosities!
    Last edited by GrandViZ; January 18, 2007 at 10:18 AM.
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  2. #2
    Kscott's Avatar New and Improved!
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    Default Re: Ultimate AI Modification

    Sounds very intresting, though from your pic it shows the AI at war with eachother alot. Is the AI going to war with multiple nations at once desirabel?

    Patron of Basileous Leandros I/Grimsta/rez/ Aemilianus/Publius/ Vizigothe/Ahiga /Zhuge_Liang Under Patronage of Lord Rahl
    MY TWC HISTORY

  3. #3
    Siddyus's Avatar Biarchus
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    Default Re: Ultimate AI Modification

    Cool, im gonna download it and try it out.

  4. #4
    GrandViZ's Avatar Domesticus
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    Default Re: Ultimate AI Modification

    Well the AI fights in larger alliances and these were very stable in my tests. No one-to-one bashing. If it needs finetuning it will be done.

    Regards
    GrandViZ
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  5. #5
    Siddyus's Avatar Biarchus
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    Default Re: Ultimate AI Modification

    BTW is it compatible to most mods like the Bigmap with LTC fix?

  6. #6
    GrandViZ's Avatar Domesticus
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    Default Re: Ultimate AI Modification

    It should be. When overwriting the LTC files simply leave out the file descr_character.txt for BIGMap movement rates.

    Regards
    GrandViZ
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  7. #7
    Siddyus's Avatar Biarchus
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    Default Re: Ultimate AI Modification

    Ah! Thanks for the reply. *salutes*

  8. #8

    Default Re: Ultimate AI Modification

    does scotland expand?

  9. #9

    Default Re: Ultimate AI Modification

    Excellent, more variety and competition in AI will just mean better mods to choose from.

    Downloaded, took a look at the file and things seem very nice. Now to test it.

  10. #10

    Default Re: Ultimate AI Modification

    On line 344 you are missing the faction attitude parameter

    <decision_entry>
    <!--
    If we're not at war and it is very early in the game,
    then >>> do not invade (however force invade is possible)
    -->
    <max_entry stance="Neutral" turn_number="12"/>
    <faction_attitude invade_priority="0"/>
    </decision_entry>
    I think this is what you wanted to add

  11. #11
    GrandViZ's Avatar Domesticus
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    Default Re: Ultimate AI Modification

    No the line is right!

    What I want is:

    <faction_attitude invade="invade_none" can_force_invade="true"/>
    Both are true by default, therefore no faction_attitude-tag is needed. Your change would have exactly the same effect, as

    <faction_attitude invade_priority="0"/>
    is also true by default.

    Regards
    GrandViZ

    Edit: I added some new screens, to give you a better impression of the possibilities.
    Last edited by GrandViZ; December 20, 2006 at 09:33 PM.
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  12. #12

    Default Re: Ultimate AI Modification

    I like the sound of your features very much!
    I trust they live up their name, unlike CA's promises usually do.

    Its bed-time now, but tomorrow I will be testing this. The best parts are the AI multination attacks, the attacking with bigger stacks and concentrating before attacking, and the bigger garrisons.

    Will this mod work well with 2 years per turn? (my prefered setting), I like to get to later tech faster.


    Retired moderator of TWC
    | Under the patronage of Atterdag

  13. #13
    GrandViZ's Avatar Domesticus
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    Default Re: Ultimate AI Modification

    it will

    The features will live up step by step. Balancing has to be done. I just started. Hope you will enjoy it.

    Regards
    GrandViZ
    Last edited by GrandViZ; December 20, 2006 at 09:42 PM.
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  14. #14

    Default Re: Ultimate AI Modification

    No the line is right!

    What I want is:

    <faction_attitude invade="invade_none" and can_force_invade="true"/>

    Both are true by default, therefore no faction_attitude-tag is needed.

    Regards
    GrandViZ
    My mistake

  15. #15
    Siddyus's Avatar Biarchus
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    Default Re: Ultimate AI Modification

    Extract the files from the archive into your "Medieval 2/Data" folder and start Medieval 2 with the option "--io.file_first". That's it.
    Am I gonna put that into the target line in my "Shortcut to Launch_BigMap"?



    Edit: I see, thanks. BTW, Ive already installed your mod when I took that screen. When I visited this thread again I noticed the shortcut extension which I missed and I thought it was really needed. Anyway, my apologies. *bows*
    Last edited by Siddyus; December 20, 2006 at 10:24 PM.

  16. #16
    GrandViZ's Avatar Domesticus
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    Default Re: Ultimate AI Modification

    To use it with BigMap forget about the shortcut extension.

    Simply copy the files from the Archive into your

    ../Medieval 2/BigMap/Data

    folder. That should do it.

    Regards
    GrandViZ
    Last edited by GrandViZ; December 20, 2006 at 10:36 PM.
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  17. #17
    Kscott's Avatar New and Improved!
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    Default Re: Ultimate AI Modification

    I added some new screens, to give you a better impression of the possibilities.
    Wow, those screen shots are amazing mate. Im going to have to test this now

    Patron of Basileous Leandros I/Grimsta/rez/ Aemilianus/Publius/ Vizigothe/Ahiga /Zhuge_Liang Under Patronage of Lord Rahl
    MY TWC HISTORY

  18. #18

    Default Re: Ultimate AI Modification

    Very nice looking (custom) file. I was working on one myself but decided to simplify the vanilla file and build on it.

    Thanks for the tip in the 'ideas' thread about stance= allied<neutral<war. Would've thought it was the other way around?!?

    Edited to add, how does your mod test without "invade="invade_none" with alliances etc? I've felt it is probally unnecessary but haven't playtested enough to see if it had any effect. Also what do you think of pts_alliance? I saw that you added it in your file when allied, I assumed it meant how much do you want to become allies with the target, but you think it effects how much you want to stay allies with the target?

    How about the invasion types, start and buildup in particular? Start means preparation but what exactly is that? Producing troops? Is buildup moving forces into position?

    As far as I know we haven't had definitions released from CA so I wouldn't mind hearing opinions from other modders.
    Last edited by italiano; December 20, 2006 at 11:50 PM.

  19. #19

    Default Re: Ultimate AI Modification

    Would be nice to get some cooperation/discussions between you AI guys and not a competition as in the AI formation section

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  20. #20
    GrandViZ's Avatar Domesticus
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    Default Re: Ultimate AI Modification

    Interesting questions, that I've asked myself a lot, too. However most of them can only be answered by CA. Until then I can only trust my knowledge, intuition with concepts and testing, testing, testing.

    To test individual concepts make a dummy AI, that does absolutely nothing but to use default values. Than set parameters one by one, and test their effects. That is exactly what I do, and still keep doing - it is a lot of testing!

    how does your mod test without "invade="invade_none" with alliances
    I don't know if I get you right, but this is a default option. I mostly use the can_force_invade="false" parameter (="true" is default), which overrides CA's hardcoded stuff - hopefully.

    Regards
    GrandViZ

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