Sid Meier's Civilization VI

Sid Meier's Civilization VI

RomanHoliday's AI Rework (RHAI)
508 条留言
Vidyflan 12 月 12 日 上午 6:48 
Why is there an 'RHAI V3' on the top bar? Is it just for decoration? could I delete it?
RomanHoliday  [作者] 12 月 6 日 上午 4:14 
@Davide_Italy_83 Thanks so much!! Very kind. Yes there are more links to different new versions I have been working on in the discord
MadHymn 12 月 2 日 下午 6:02 
289070\3019772473\core\Main
LAI_Main3.sql
-- AI Ignore Certain Improvements it spams
......
这一段导致人类也没法在草原、平原、草原丘陵、平原丘陵上面建造太阳能农场与风力发电了
This paragraph has made it impossible for humans to build solar farms and wind power on grasslands, plains, grassland hills, and plain hills :(
patrioticparadox 11 月 22 日 下午 4:38 
Hey Gandhi, you punk bic
懦夫救星 11 月 5 日 下午 7:30 
When can we use the V4 version of AI?
JKaiya 10 月 29 日 下午 9:59 
Running with Late Game Ai so either this or that is bugged, but when I was playing with this, barbarians mostly refuse to attack me even while chasing me and is able to attack. Same with a lot of enemy units, they chase me with warriors for example, but dont actually hit me, letting me infintely run away with my archer by backpedalling within their attack range and tickle em to death. I'll test later to see if this or Lategame doesnt work anymore as both haven't been updated in a while
Davide_Italy_83 10 月 29 日 上午 7:01 
Hi Roman,
First of all, congratulations!! Thanks to your mod, which I only recently discovered, the AI ​​finally conquers cities, uses planes, and uses nukes!!
Thanks to your work, I've started playing Civ6 again, while waiting for them to add elements to Civ7, which is very nice but not complete...
Now there's more challenge in war (they conquer cities!!), and in the final phase, they're better at achieving a cultural or scientific victory!
One question: Where can I download the V4 version? Is it better? From here, it's V3!
They should hire you at Firaxis; the competitive AI adds so much replayability and challenge to the game!!
k.szymek.k 10 月 28 日 上午 5:05 
it dosnt work in Vanila or does it ?
Virus 10 月 4 日 下午 4:30 
The AI never repairs any damaged improvements, and is unable to take back "barbarian" settlers, even if they are left completely alone.
KingKickAss 9 月 28 日 下午 5:12 
Thank you so much for all your hard work on this, its breathed live back into Civ 6 for me. I recently came back to play this, left the mod running, and actually saw the AI utilize bombers which was really exciting.

I do have a question though, does your AI take into account win conditions being enabled/disabled? Like if I turn off religious victory, are AIs still going to focus on faith generation and spreading their faith everywhere?
AzoorFox 9 月 27 日 下午 7:06 
UPDATE WHEN?????????????
MasterCMar 9 月 27 日 上午 8:21 
Anarchy loops are an issue in v4.39
RomanHoliday  [作者] 9 月 23 日 上午 10:09 
@McDibbler Make sure you have the required DLC? There have been no new game updates since the mod was last updated as far as I am aware
McDibbler 9 月 23 日 上午 5:56 
no longer works.. fails to load on startup even when it is the only mod.
XNV 9 月 22 日 上午 10:42 
got this mode. but now instead of strong deity civs on other continets, those civs are destroyed by barbarians... i thought this was to make those civs better ?
slinx 9 月 16 日 上午 6:00 
and all the other mods I'm using lol
slinx 9 月 16 日 上午 6:00 
Somehow this runs with real strategy
dragon_6167 9 月 10 日 下午 9:22 
Is this mod still bring worked on and updated?
Gimmicks 8 月 31 日 上午 10:28 
Does this mod work well with Better balanced game? I can see BBS in multiplayer package but not sure about BBG.
pauloel7 8 月 20 日 下午 2:42 
Errors as in two, that I could find. Second reported such error, related to RH_AI follows:
Runtime Error: bad argument #3 to 'kEntry.m_pfnThunk' (function expected, got nil)
stack traceback:
[C]: in function 'kEntry.m_pfnThunk'
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua:32: in function 'Init'
[C]: in function 'func'
[C]: in function '(anonymous)'
pauloel7 8 月 20 日 下午 2:39 
Also Lua.log report errors - please advise? Example of such reports below:
InGame: Loading InGame UI - C:/Program Files (x86)/Steam/steamapps/workshop/content/289070/3019772473/core/Strategies/RH
Runtime Error: bad argument #1 to 'func' (function expected, got nil)
stack traceback:
[C]: in function 'func'
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua:52: in function '(main chunk)'
[C]: in function '(anonymous)'
Lua callstack:
Error loading file where=, file=C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua
pauloel7 8 月 17 日 下午 2:26 
Yeah, but changing core/Other/Misc.sql line 173 to "INSERT OR IGNORE INTO RequirementArguments (RequirementId, Name, Value) VALUES" did not fix the issue.
Please help?
pauloel7 8 月 17 日 下午 2:12 
Database.log: "[3104555.809] [Gameplay] ERROR: no such column: false"
Modding.log: "[3104555.808] UpdateDatabase - Loading core/Other/Misc.sql"
...line 173: INSERT OR IGNORE OR IGNORE INTO RequirementArguments (RequirementId, Name, Value) VALUES
pepi 8 月 10 日 下午 2:53 
And Steel and Thunder: Unique Units.
pepi 8 月 10 日 下午 2:52 
Is this mod compatible with the Steel and Thunder unit expansion mods, meaning the AI can use the new units and assign proper value to them?
TheMan 8 月 7 日 下午 8:48 
seems to not load anymore
ricardopxavier 8 月 5 日 上午 2:53 
Hi, another strange thing happened...i was taking advantage of barbarians attacking a civ and i promptly joined in and was about to take their capital while they had like 5 units just standing not far doing nothing just border watching some city state. Their civ was about to colapse and they didnt budge :/
aieeegrunt 8 月 4 日 上午 6:24 
@SweetMango

You can add mods you can find on the workshop to do all of the things you are asking for
ricardopxavier 8 月 3 日 上午 3:16 
Hi, just came back to the game after a few years and am using your mod. Just started and the strangest thing happens...i am at war with england and i send a lone settler away from their area thinking there would be no troops there and bam an english scout, oh well win some loose some but No the scout just passes be my lone settler twice and goes on his merry way :/ .The settler was an english capture dont know if that bugs out the AI but should i not be 1 settler short ?? On another situation a settler of mine was imediatily captured but a city state i got into war with due to alliegiances so all good here :) Thank for your work :)
Spectating Because Dead 7 月 14 日 上午 11:47 
Here's my proposed solution for each of these problems.

1. Remove free units on settlement.
2. Removing free units should allow you to be able to defend yourself and build your own infrastructure to fight back. So it should be fine as is.
3. Add more weight to leader relationship agenda bonuses/penalties and less "first impression" offset.
4. Currently the combat bonus for the AI is universally +1 for each difficulty above Prince and +1 after Medieval era. I don't know if it's possible to change these values but if possible they should scale better as the game goes on. I think universally +1 for King/Emperor, +2 for Immortal/Deity and then repeat for every 2 eras afterward (Medieval/Industrial/Atomic/Future) should be fine.
5. This is only problematic post-Medieval so it should be fine as is.
Spectating Because Dead 7 月 14 日 上午 11:46 
Fifth, I do not have concrete proof but I think the AI gets extra era score bonus for free. I was fighting my Maori neighbor who were 3 tech/civic eras behind and they still managed to get a golden age despite not having built any wonders or earn any GP. This wouldn't be a problem if you never manage to lose your golden age streak, but if you hit a dark or normal age once you will be immensely behind because of the loyalty pressure alone (yes the AI has really high pop without infrastructure).
Spectating Because Dead 7 月 14 日 上午 11:46 
Third, as has been previously mentioned, the at peace AI civ will never accept joint war because they never liked you in the first place. The only AI leader I have been able to befriend is Wilhelmina with 2-3 early trade routes sent to her. I'm usually playing on standard diplomacy offset but every game feels like playing on high offset. At the same time every non-neighbor civs are really friendly to you regardless of what you do on low offset.


Fourth, when you are winning the late game (post-renaissance eras) still feel really easy. I believe the difficulty should scale up in the late game instead of an impossible to play early game due to limited unit availability.
Spectating Because Dead 7 月 14 日 上午 11:46 
It's very enjoyable until my 10th deity run. Here's my list of personal issue with this mod:

First, the AI declares surprise war 90% of the time and just flood your cities with units. This wouldn't be a problem with only their extra production but they get free units on new settlement (scaled with their tech) and free universal combat bonus make them really hard to get rid of. (great general of your own only offset the combat bonus)

Second, the AI never accept peace until you've pushed back and surrounded their cities which would take an era or two coupled with your own civ uniques to push them back. While they're falling behind greatly in both science and culture because they've been spamming units non-stop, the other "peaceful" AI civs get to enjoy free sim city and collect all the GPs.
DangerRanger 7 月 14 日 上午 10:01 
The AI declares surprise wars often and then refuses to make peace for more than three eras, if at all, even when they're decisively losing. They also join military emergencies constantly, even for countries they hate.
=SAS= Hafkl 7 月 14 日 上午 4:50 
the ai absolutely refuses to make peace with this mod, thats fairly annoying
Lunamy 6 月 26 日 下午 10:18 
Is the AI in this mod aware of Enabled/Disabled Victory conditions?
SeekerOfMiracle 6 月 7 日 上午 7:59 
I don`t know why some ai sivilzations settling with no water resourses) and stopping to do anythong after medival just stacking at that era not talking even about trying to acheave any victory condition
sqjkl 5 月 29 日 上午 2:39 
如果和黄金时代一起使用显示模组冲突的话,把黄金时代政策那个修改取消掉就能兼容了
OneMoTurn 5 月 23 日 下午 6:08 
anyone know the fix for the ai just spamming a ton of units with this mod ?
Guthix 5 月 4 日 下午 2:03 
it doesnt seem to working for me. I have the take your time mod on which slows tech and culture but should that be messing up the ai to just stay vanilla?
fuzion2100 4 月 26 日 下午 6:45 
does sooth sayer disasters work with this mod to improve land. i have apocalypses mode selected. my fires in rain forest did not improve the values.
Vector 4 月 20 日 下午 2:21 
It worked after I used an incognito tab in my browser! Maybe I have a browser plugin issue somewhere. We gonna check out v4 next time we play.
We had a blast with v3 though! We fully finished one game with zero desyncs on a big map, tried another two and the AI always worked great and the game was 100% stable!
Today we got our first desync crysis, but it happened on a huge map with +2 AI over the normal limit (mod) on turn 424 with more than a hundred of cities build and Mongols and Congo AI's huge armies wondering around the map so I have no hard feelings about it. Without your mod we usually get first desyncs before turn 120 on big maps and around turn 60 on huge maps, so I think your mod actually makes the game more stable than vanilla civ, lol.
RomanHoliday  [作者] 4 月 16 日 上午 6:07 
@FedeExp. You can only have one downloaded at a time unfortunately as they both use the same mod id. Hope that solves the issue!
FedeExp. 4 月 15 日 下午 4:16 
Why when the mod is active(v3 or v4 beta) in the match creation the game keep saying "there was an error loading the contents of a mod"? I have installed only RHAI v3 and v4 (only one at a time is active) as mod in the game. It's just impossible to start a match until i disable it.
RomanHoliday  [作者] 4 月 15 日 上午 7:56 
@Vector Hmm try this alternative discord link if you would like to join https://discord.gg/QTZgj5z3Rp . I have just tested the original link and still works great for me
Vector 4 月 9 日 下午 2:08 
I gonna give it a try. I'd like to try v4 beta, but the Discord link is dead!
RomanHoliday  [作者] 3 月 29 日 上午 10:03 
@JG2400 Yes the mod does do that (sets to 15 turns standard speed min war duration, 10 online speed) to prevent the AI from being exploited before it has the chance to attack a player in a war. (If the AI hasn't had a chance to attack / eliminate enemy troops it will often make peace very easily, if you steal an AI settler early on this makes it potentially a lot more punishing as the leader can attack back and will not just make white peace after 10 turns)
RomanHoliday  [作者] 3 月 29 日 上午 9:59 
@Sid Yes, decently well
Sid 3 月 28 日 下午 8:07 
Does anyone know if this works with the BBG (Better Balanced Game) mod?
Gunchap Red 3 月 18 日 下午 5:04 
@JG2400 Pretty sure it’s this mod, I get the same effect. Only that it also has it stuck at 21 turns for a long time at times.