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Arkhaik

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Sep 5, 2013
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This is the very first iteration of the smarter AI mod.

Overall Goals

- Introduce better weights for AI decision making
- Change AI behavior based on the personality


What I have changed so far:

1. AI is more aggressive overall
2. They will spend more of their resources in maintaining their military forces.
3. During times of war, they will dedicate their resources to building more troops.
4. They are all now opportunistic (meaning that if you are engaged in a war, that militaristic alien near you will use it as an opportunity to attack you)


So for now, most of the changes effect the militaristic portion of the game but I am looking to expand in other areas as well.

I've played with it a bit but one person alone is not enough for me to see the overall behavior since there are so many factors involved in the AI decision making process!

What I would really like is some feedback in regards to how I can make this mod better and your overall experience with it.

COMPATABILITY

Should be compatible with mods that do not alter personalities AND OR AI behavior

CHANGELOG

v. 0.0.1
- Initial commit

Steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=684008316
 
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After I've played a little more of the game, I'd be glad to test it for comparison to Vanilla AI.

Did you make your changes in defines.lua to modify the AI? I'm trying to figure out how to have multiple changes to that file be compatible across mods.
 
After I've played a little more of the game, I'd be glad to test it for comparison to Vanilla AI.

Did you make your changes in defines.lua to modify the AI? I'm trying to figure out how to have multiple changes to that file be compatible across mods.

Yes, there were changes made in defines.lua, specifically to NDefines.NAI.*

Can you PM me and tell me what you have changed? Would be very interested in it.

So changes made were (off the top of my head):

Changed values for AI_AGGRESIVENESS_* to greater values, not doubling them or anything like that but a moderate increase.
Changed values for AI_DESIRED_NAVY_MINERALS_AT_WAR to a higher amount as well, can't recall by how much
Also increased the transport ship size so they (hopefully) can land more armies when invading. (I've seen this happen once with one of my allies where they landed an adequate amount of troops)

The other change is to their personalities where I set all their opportunistic value to yes, from the documentation:

# opportunist -> Are they more likely to attack someone already embroiled in war?


These changes so far should increase the AI's war appetite. I'm looking to expand this further later on today to include diplomatic interactions since I find it odd that most of the time the AI just refuse to cooperate with you! (i.e. refusing research agreements when both parties can benefit)
 
Yes, there were changes made in defines.lua, specifically to NDefines.NAI.*



So changes made were (off the top of my head):

Changed values for AI_AGGRESIVENESS_* to greater values, not doubling them or anything like that but a moderate increase.
Changed values for AI_DESIRED_NAVY_MINERALS_AT_WAR to a higher amount as well, can't recall by how much
Also increased the transport ship size so they (hopefully) can land more armies when invading. (I've seen this happen once with one of my allies where they landed an adequate amount of troops)

The other change is to their personalities where I set all their opportunistic value to yes, from the documentation:

# opportunist -> Are they more likely to attack someone already embroiled in war?


These changes so far should increase the AI's war appetite. I'm looking to expand this further later on today to include diplomatic interactions since I find it odd that most of the time the AI just refuse to cooperate with you! (i.e. refusing research agreements when both parties can benefit)


Did it work as of yet?
 
Yes, there were changes made in defines.lua, specifically to NDefines.NAI.*
Gotcha. Does your mod overwrite that file entirely, or did you create a separate file in the defines folder?

I'm rather new to Paradox modding and wondered if it was possible to have multiple mods write to the defines folder.
 
You smarter_defines.lua file should only contain your changes in this format (here's my changes):

Code:
NDefines.NGameplay.LEADER_POOL_SIZE                            = 5        -- Each leader pool will consist of this many leaders -- was 3
NDefines.NGameplay.LEADER_POOL_LEAD_TIME                    = 1        -- Years leaders will remain in the leader pool until replaced --  was 10
NDefines.NGameplay.LEADER_BASE_CAP                            = 100    -- was 10
NDefines.NGameplay.LEADER_AGE_MIN                            = 21    --  was 28
NDefines.NGameplay.LEADER_AGE_MAX                            = 55    -- Max age of generated leaders -- was 50

This way, other mods can change other variables.
 
Gotcha. Does your mod overwrite that file entirely, or did you create a separate file in the defines folder?

I'm rather new to Paradox modding and wondered if it was possible to have multiple mods write to the defines folder.

I made a different file in the defines folder.

You smarter_defines.lua file should only contain your changes in this format (here's my changes):

Code:
NDefines.NGameplay.LEADER_POOL_SIZE                            = 5        -- Each leader pool will consist of this many leaders -- was 3
NDefines.NGameplay.LEADER_POOL_LEAD_TIME                    = 1        -- Years leaders will remain in the leader pool until replaced --  was 10
NDefines.NGameplay.LEADER_BASE_CAP                            = 100    -- was 10
NDefines.NGameplay.LEADER_AGE_MIN                            = 21    --  was 28
NDefines.NGameplay.LEADER_AGE_MAX                            = 55    -- Max age of generated leaders -- was 50

This way, other mods can change other variables.

Good point! I'll alter my mod to match this format.