Solver
14.12.2006, 00:49
<div class='quotetop'>Цитата</div>
Better AI для BtS 3.19 здесь (http://www.civfanatics.ru/forum/index.php?showtopic=9930).[/b]
jdog5000
CFC: http://forums.civfanatics.com/forumdisplay.php?f=245
SourceForge: http://sourceforge.net/projects/civ4betterai/
В этом моде делается попытка улучшить игру наших компьютерных противников. Проект для BtS только разрабатывается, но некоторые результаты уже есть. Попробуйте проверить их в игре сами. :D
Полный список изменений (на англ.):
Bugfix
- Fixed bug in player closeness calculations causing the AI to be blind to its actual proximity to other players
- Fixed bug with needed defenders where the AI would choose to defend a recently captured holy city less than a normal city
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
- Fixed bug in paradrop code causing AI to avoid paradropping onto terrain bonuses under certain circumstances
- Fixed bug in AI denial of switching civics when in Emancipation
- Fixed bug introduced in unofficial patch causing immunity to collateral damage
- Fixed bug with espionage mission to spread culture to an enemy city
- Fixed bug causing combat promotions to be counted twice for aircraft
- Fixed bug (introduced) in consideration of plot defense when selecting bases for offensive air units
- Fixed bug (introduced) causing crashes if there was an unowned fort on the map
War strategy AI
- Modified how closeness is used for determining who to attack, different settings for regular and Aggressive AI
- Created new function CvTeamAI::AI_calculateBonusWarValue so AI will consider declaring war for resources, weighted towards resources AI doesn't have and plots that are more easily captured
- Modified city attack targetting by terrain bonuses to consider how important bonus is to AI
City AI
- AI will now more likely fill empty transports when enagaged in transcontinental war, making reinforcements and second waves on invasions more likely
- When doing invasions, AI will now be more likely to have cities with free air experience fill vacancies on carriers
- When doing invasions, AI will now have cities with high production or free sea experience more often fill needs for aircraft carriers
- When doing invasions, if AI has at least 50% of its possible missile capacity it will no longer always build missiles
- Rewrote CvCityAI::AI_isAirDefended so that it considers unit damage, movement, AI type and can also count land units
- Normal workboat build blocked if there's an enemy sea unit camping outside city
Espionage AI
- When a spy has waited in a city but has no mission available, they are now more likely to move around and explore instead of sitting
- Revamped desired Espionage rate and priority weighting calculations, AI now always update weights, relations play a larger role
- Neutral priority weighting is now 10 instead of 0, differentiates between
- When AI starts preparing for war against another player they will heavily shift their espionage spending towards that player
- AI will attempt to gain passive mission levels against adversaries
Gold AI
- AI now has a budget for troop upgrades each turn based on how much gold it wants to have, it won't spend more than this budget on non-critical units when at peace
- AI now prioritizes upgrading escort ships to same extent as transports
Naval AI
- Modified bombard behavior. Priority remains on supporting player's ground troops, if none then consider supporting other troops with common enemy and spreading out stacks to increase reach of blockade.
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy ships do not runaway so easily
- Damaged ships will stay in city unless city is highly threatened
- Galleons assigned escort roles before Frigates are available will now change their UnitAI type to assault transport instead of getting stuck in their role after better escorts come along
Air AI
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy aircraft do not retreat so easily
- Attack planes in endangered cities will now more likely to airstrike attackers
- Improved code for defense planes in endangered cities so they stay to defend longer and either airstrike or patrol
- Improved efficiency of danger threshold check for ships and planes
- Improved code for moving planes to offensive or defensive bases to take city threat into account
- AI bombers will no longer consider basing in undefended forts even if the fort is unthreatened
- AI bombers will now consider moving to a city with two defenders (down from requiring 3), change made because of added threat logic and should allow AI to now use almost all of its cities as airbases
- Fixed bug introduced in Unofficial Patch 0.19 causing bombers to skip their turns whenever an interceptor was around
- Many improvements to better handle damaged planes in threatened cities
- Added two functions for defensive airstrikes to make both air defense and offense units more directly aid in defending cities from enemy stacks
- AI air defense units wake from airpatrol every turn, re-decide roles/need
- AI air defense units now consider how many other air defense units there are in the city and guarantee air defense
- Air defense units with Interceptor promotions now will be more likely to patrol when city is threatened
- Added new function for weighting bases for attack air units with new consideration for supporting offensive stacks and defending endangered cities, plus keeping planes safe from sneak attacks when at peace
- When at war forts are now more likely to be used as offensive bases, though cities are still preferred
- AI will again consider basing attack planes in teammate's territory (plot defense considerations effectively disabled this in many circumstances in earlier versions of mod)
- AI will now consider basing attack planes in vassal territory, though it will only use them if it owns no good base cities or forts itself
- Attack air units will now pull out of cities/forts if the defenders leave
- Airstrikes will no longer target enemies in adjacent territory when the territory is only adjacent to owned water tiles
- Fighters now always move before bombers, they're much better at taking on enemy fighters
- New function in CvPlot to count how many air units are running intercept missions already
- Added emphasis for both offensive and defensive units on the the players primary area
Barbarian AI
- Barb ships will now often blockade cities for a few turns before moving on if they have no nearby targets
- Barb ships trapped by ice or around 1-tile islands are now removed so more can spawn
- Barb ship spawn rate throttled so they don't swamp the seas before players build navies
- Improved barb ship blockade decisions so they stick around for a while but will then should actually move to another area
- Barb ships less suicidal, more oppurtunistic
- Reduced range in which barb ships detect unprotected resources by 25%
- Barbarians now will build defenders in captured cities first, not buildings
General AI
- Modified city closeness calculations to use population from both cities, not just pop of the other city
- Created functions for determining when cities share the same water area (lake, ocean)
- Removed the unused partial implementation of a new A* solver for closeness
- A bonus which enables the civ's unique unit is now valued more
- Added function to calculate plot strength of teammates and (if desired) vassals
Combat Mechanics
- Modification for air v air combat to make veteran units more valuable, especially when wounded. Air v air combat is now more much more similar to land combat. This change can be disabled/enabled using BBAI_AIR_COMBAT in GlobalDefinesAlt.xml
Customization
- Added GlobalDefinesAlt.xml to mod files to allow some customization of what new features are running
Debug
- Added SDK and adapted python code from AIAutoPlay mod to faciliate testing
- Modified debug mode output to show relevant information for these developments
- Added string to lower right flag help text showing Better BTS AI version number currently running
- Added SDK and adapted python code from ChangePlayer mod to facilitate testing
Better BTS AI also includes Dresden & Solver's unofficial 3.17 patch version 0.21.
Оригинальный пост Солвера с описанием Better AI для Warlords
Эх... позор товарищи :). Это, по моему, лучшее произведение моддеров со времен выхода СДК. Последняя версия всегда на http://sourceforge.net/project/showfiles.php?group_id=178407
Все очень просто. ИИ улучшен, причем очень и очень заметно. Играющие на Монархе спустились до Принца, и еще и там сложно. Мод постоянно пополнятеся. Среди самых заметных вещей:
Возможность ранних атак ИИ. Лучники, топоры, колецницы, очень аггрессивно. Производится аггрессивнымы личностями.
Сильно улучшенно взятие городов. ИИ может взять город, который хорошо защищен. Некоторые ИИ успешно завоевывают других.
Улучшненна экономика и выбор цивиков.
Добавлена возможность культурной победы - ИИ реально может ее достичь.
Примера ради:
http://apolyton.net/forums/showthread.php?...988#post4664988 (http://apolyton.net/forums/showthread.php?postid=4664988#post4664988)
Очень советую этот мод бсем для сингл-плеэра. Игра как бы так же (никаких изменений правил, баланса, итд.), но ИИ гораздо компетентей.
* В папке мода Assets находится архив с dll на 50 игроков. Распакуйте его прямо там, согласившись на перезапись, если хотите иметь возможность играть с большим количеством цивилизаций
<span style="color:#FF0000">Скачать Better AI для BtS 3.17 (http://nm.civfanatics.ru/modz/betterai/)
- Распаковать в [путь к Civ4/BtS]/Mods
- В игре Advanced--Load a Mod--Better BTS AI
- Для полной совместимости текстов с локализацией 1С скопируйте файл CIV4GameText_AIAutoPlay.xml из BetterAI/1C вBetterAI//Assets/XML/Text, заменив существующий файл.
Better AI для BtS 3.19 здесь (http://www.civfanatics.ru/forum/index.php?showtopic=9930).[/b]
jdog5000
CFC: http://forums.civfanatics.com/forumdisplay.php?f=245
SourceForge: http://sourceforge.net/projects/civ4betterai/
В этом моде делается попытка улучшить игру наших компьютерных противников. Проект для BtS только разрабатывается, но некоторые результаты уже есть. Попробуйте проверить их в игре сами. :D
Полный список изменений (на англ.):
Bugfix
- Fixed bug in player closeness calculations causing the AI to be blind to its actual proximity to other players
- Fixed bug with needed defenders where the AI would choose to defend a recently captured holy city less than a normal city
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
- Fixed bug in paradrop code causing AI to avoid paradropping onto terrain bonuses under certain circumstances
- Fixed bug in AI denial of switching civics when in Emancipation
- Fixed bug introduced in unofficial patch causing immunity to collateral damage
- Fixed bug with espionage mission to spread culture to an enemy city
- Fixed bug causing combat promotions to be counted twice for aircraft
- Fixed bug (introduced) in consideration of plot defense when selecting bases for offensive air units
- Fixed bug (introduced) causing crashes if there was an unowned fort on the map
War strategy AI
- Modified how closeness is used for determining who to attack, different settings for regular and Aggressive AI
- Created new function CvTeamAI::AI_calculateBonusWarValue so AI will consider declaring war for resources, weighted towards resources AI doesn't have and plots that are more easily captured
- Modified city attack targetting by terrain bonuses to consider how important bonus is to AI
City AI
- AI will now more likely fill empty transports when enagaged in transcontinental war, making reinforcements and second waves on invasions more likely
- When doing invasions, AI will now be more likely to have cities with free air experience fill vacancies on carriers
- When doing invasions, AI will now have cities with high production or free sea experience more often fill needs for aircraft carriers
- When doing invasions, if AI has at least 50% of its possible missile capacity it will no longer always build missiles
- Rewrote CvCityAI::AI_isAirDefended so that it considers unit damage, movement, AI type and can also count land units
- Normal workboat build blocked if there's an enemy sea unit camping outside city
Espionage AI
- When a spy has waited in a city but has no mission available, they are now more likely to move around and explore instead of sitting
- Revamped desired Espionage rate and priority weighting calculations, AI now always update weights, relations play a larger role
- Neutral priority weighting is now 10 instead of 0, differentiates between
- When AI starts preparing for war against another player they will heavily shift their espionage spending towards that player
- AI will attempt to gain passive mission levels against adversaries
Gold AI
- AI now has a budget for troop upgrades each turn based on how much gold it wants to have, it won't spend more than this budget on non-critical units when at peace
- AI now prioritizes upgrading escort ships to same extent as transports
Naval AI
- Modified bombard behavior. Priority remains on supporting player's ground troops, if none then consider supporting other troops with common enemy and spreading out stacks to increase reach of blockade.
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy ships do not runaway so easily
- Damaged ships will stay in city unless city is highly threatened
- Galleons assigned escort roles before Frigates are available will now change their UnitAI type to assault transport instead of getting stuck in their role after better escorts come along
Air AI
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
- Increased city danger threshold so enemy aircraft do not retreat so easily
- Attack planes in endangered cities will now more likely to airstrike attackers
- Improved code for defense planes in endangered cities so they stay to defend longer and either airstrike or patrol
- Improved efficiency of danger threshold check for ships and planes
- Improved code for moving planes to offensive or defensive bases to take city threat into account
- AI bombers will no longer consider basing in undefended forts even if the fort is unthreatened
- AI bombers will now consider moving to a city with two defenders (down from requiring 3), change made because of added threat logic and should allow AI to now use almost all of its cities as airbases
- Fixed bug introduced in Unofficial Patch 0.19 causing bombers to skip their turns whenever an interceptor was around
- Many improvements to better handle damaged planes in threatened cities
- Added two functions for defensive airstrikes to make both air defense and offense units more directly aid in defending cities from enemy stacks
- AI air defense units wake from airpatrol every turn, re-decide roles/need
- AI air defense units now consider how many other air defense units there are in the city and guarantee air defense
- Air defense units with Interceptor promotions now will be more likely to patrol when city is threatened
- Added new function for weighting bases for attack air units with new consideration for supporting offensive stacks and defending endangered cities, plus keeping planes safe from sneak attacks when at peace
- When at war forts are now more likely to be used as offensive bases, though cities are still preferred
- AI will again consider basing attack planes in teammate's territory (plot defense considerations effectively disabled this in many circumstances in earlier versions of mod)
- AI will now consider basing attack planes in vassal territory, though it will only use them if it owns no good base cities or forts itself
- Attack air units will now pull out of cities/forts if the defenders leave
- Airstrikes will no longer target enemies in adjacent territory when the territory is only adjacent to owned water tiles
- Fighters now always move before bombers, they're much better at taking on enemy fighters
- New function in CvPlot to count how many air units are running intercept missions already
- Added emphasis for both offensive and defensive units on the the players primary area
Barbarian AI
- Barb ships will now often blockade cities for a few turns before moving on if they have no nearby targets
- Barb ships trapped by ice or around 1-tile islands are now removed so more can spawn
- Barb ship spawn rate throttled so they don't swamp the seas before players build navies
- Improved barb ship blockade decisions so they stick around for a while but will then should actually move to another area
- Barb ships less suicidal, more oppurtunistic
- Reduced range in which barb ships detect unprotected resources by 25%
- Barbarians now will build defenders in captured cities first, not buildings
General AI
- Modified city closeness calculations to use population from both cities, not just pop of the other city
- Created functions for determining when cities share the same water area (lake, ocean)
- Removed the unused partial implementation of a new A* solver for closeness
- A bonus which enables the civ's unique unit is now valued more
- Added function to calculate plot strength of teammates and (if desired) vassals
Combat Mechanics
- Modification for air v air combat to make veteran units more valuable, especially when wounded. Air v air combat is now more much more similar to land combat. This change can be disabled/enabled using BBAI_AIR_COMBAT in GlobalDefinesAlt.xml
Customization
- Added GlobalDefinesAlt.xml to mod files to allow some customization of what new features are running
Debug
- Added SDK and adapted python code from AIAutoPlay mod to faciliate testing
- Modified debug mode output to show relevant information for these developments
- Added string to lower right flag help text showing Better BTS AI version number currently running
- Added SDK and adapted python code from ChangePlayer mod to facilitate testing
Better BTS AI also includes Dresden & Solver's unofficial 3.17 patch version 0.21.
Оригинальный пост Солвера с описанием Better AI для Warlords
Эх... позор товарищи :). Это, по моему, лучшее произведение моддеров со времен выхода СДК. Последняя версия всегда на http://sourceforge.net/project/showfiles.php?group_id=178407
Все очень просто. ИИ улучшен, причем очень и очень заметно. Играющие на Монархе спустились до Принца, и еще и там сложно. Мод постоянно пополнятеся. Среди самых заметных вещей:
Возможность ранних атак ИИ. Лучники, топоры, колецницы, очень аггрессивно. Производится аггрессивнымы личностями.
Сильно улучшенно взятие городов. ИИ может взять город, который хорошо защищен. Некоторые ИИ успешно завоевывают других.
Улучшненна экономика и выбор цивиков.
Добавлена возможность культурной победы - ИИ реально может ее достичь.
Примера ради:
http://apolyton.net/forums/showthread.php?...988#post4664988 (http://apolyton.net/forums/showthread.php?postid=4664988#post4664988)
Очень советую этот мод бсем для сингл-плеэра. Игра как бы так же (никаких изменений правил, баланса, итд.), но ИИ гораздо компетентей.
* В папке мода Assets находится архив с dll на 50 игроков. Распакуйте его прямо там, согласившись на перезапись, если хотите иметь возможность играть с большим количеством цивилизаций
<span style="color:#FF0000">Скачать Better AI для BtS 3.17 (http://nm.civfanatics.ru/modz/betterai/)
- Распаковать в [путь к Civ4/BtS]/Mods
- В игре Advanced--Load a Mod--Better BTS AI
- Для полной совместимости текстов с локализацией 1С скопируйте файл CIV4GameText_AIAutoPlay.xml из BetterAI/1C вBetterAI//Assets/XML/Text, заменив существующий файл.