Age of Wonders 4

Age of Wonders 4

Fairplay AI
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Update: 25. Nov. um 23:51
von Aten

Changes
  • Note - Below are minor changes I wanted slot in before I take time with my friends playing some longer matches against the AI totest further, not really any noticable for the player however and this between life and work will take abit. I'll have another polish update in the works, but it should be safe game compat like most updates are, same as the last, more refining of things.

  • Updated - Medium AI gets no City Cap Bonus as it is not needed with upgrades. Hard and Very Hard AI can still do this on occasion, another pass over of values for difficulty. No real noticable changes here.

  • Changed - Smaller strategic value tweaks to personalities to polish it all up, such as their attack/defense values and priorities on the world map. They also now have a higher degree towards founding outposts, however it's still always dependant if they do or don't, but their limit is increased.

    PS - You can always make a local copy of the mod to keep the save game compat if needed for longer games once you start.

Update: 25. Nov. um 15:10
von Aten

Changes
  • Updated - To the latest 1.2 version.

  • Updated - Smaller value changes for personalities. The AI has less eco help, now, Medium AI is allowed one city over it's expanding cap, this is a more natural and fair compared to vanilla bonuses, although they may not use it. Hard and Very Hard can sit two over. (After testing they may get some more help in the next version, but at my skill level it's been good fun. Although I am not that good, getting old).

  • Changed - AI difficulties now have new variations to their hero recruit times, very easy takes longer where as harder difficulties will try and get them as soon as they can, or to recruit new ones as quick as they can if their slain ect.

  • Changed - All AI, except "Very Easy" can spend imperium to boost their Free City allegiance just as the player can do. This is also dependant on their personality with how they interact with them. "Very Hard" AI will take more issue with Human Player's bordering them for the challenge. Medium AI is the default difficulty regarding options to the AI.

  • Changed - AIs set to Medium and above will no longer give positive prejudice toward human players when greeting them, but a negative one can be possible.

  • Changed - Smaller Tweaks throughout.

    Authors Notes

  • Thanks to the handful of people who help me test against the AI and in our multiplayer matches. When I get more time I'll keep digging further into modding, mainly for adding new AI traits to the current personalities. A new local version is already starting with more changes. Remember to unsub/resub for the latest version of verify game files if is not working.

Update: 14. Nov. um 22:16
von Aten

No Changes - Mod Metadata version updated to 3.3, sorry for the confusion.

Update: 14. Nov. um 21:50
von Aten

Changes
  • Updated - Small changes again, accidental upload of the wrong version, sorry if that was confusing the uploads had the wrong identifieirs on my end and I wanted to be sure the right version was the latest. Resub or verify game files for the latest version.

  • Changed - Values corrected, now, the Hard and Very Hard AI are able to maintain a extra city or two over their city cap on occasion.

    Authors Notes

  • Some strange stuff happening with uploading and the modding tools so it's hard to check which version is up, pending.

  • Resub/verify install for latest mod version. Further changes to come when patch 1.2 is out of beta (See Steam Discussions).

Update: 14. Nov. um 21:46
von Aten

Update: 14. Nov. um 20:28
von Aten

Changes
  • Updated - For Latest DLC. I have another update ready for patch 1.2 that is in Beta.

  • Changed - Smaller Value Changes across AI Difficulties - AI now needs less new units per city before wanting to found another if able to do so. Medium AI Difficulty more inline with the player rules, except some starting army value.

    Authors Notes

  • Resub/verify install for latest mod version. Further changes to come next week or when 1.2 is out of beta, remember to use advanced settings for more challenging AI eg - Combat difficulty, starting cities ect.

Update: 12. Aug. um 19:51
von Aten

Changes
  • Updated - Latest DLC and Update, may not be save game compatible for previous DLC's.

  • Changed - Various changes, fairer AI. Use Advanced settings in Realm setup for numerous settings for each AI Ruler to change how you like it.

  • Personalities - Smaller changes - More to come once Devs release the beta hotfixes 1.1.

    Authors Notes

  • Resub/verify install for latest mod version. May not be save game compatible for previous DLC's, I apologise. Tested during the beta and today, no issues 70 plus turns, please remember mods can be unstable after large updates and various reasons can cause crashes, mainly for me turning V-Sync off helped. Further updates to come.

Update: 16. Apr. um 19:30
von Aten

Changes
  • Changed - Outpost usage for the personalities has been changed, the amount they can and will try to build and how interested they are in doing so has been adjusted for each. For example. Expansionists will favour far more outposts compared to others with Exterminationists are less inclined over others, this will still vary depending on their situation.

  • Changed - Lowered the threshold for the AI to settle city sites, this should help during the game to lock down and out others from locations, this will also help with border tension for factions further from each other. They may also use them to found a city if they have lost one, or to release it as a vassal depending on their personality.

  • Personalities - Isolationists will favour when at war to raze enemy cities before retreating back and while also pillaging. Merchants and diplomats will vassalise Free Cities instead of trying to integrate them, while the Spy will focus on building relations quickly, with the rest trying to integrate or conquer them.

  • Difficulties - Very Easy AI will not spend imperium on free city relation boosting, while Easy and upwards will do this if able while also depending on the personalities attitude towards free cities.

  • Tested Save game compatible

    Authors Notes

  • Just a fine tuning update, more to come, tested on my save games without issues. Be mindful I was having crashes, settings such as fullscreen and vsync changes can help.

Update: 16. Apr. um 0:06
von Aten

Changes
  • Update - Migrating now has Imperium cost set to 100 as standard, but without the crippling increasing cost per usage for players and AI which would crawl late games. Vassalising/Releasing your own own cities is capped at the usual 100 Imperium for Players and AI as standard.

  • Change - AI Spy Personalities now focuses on improving PVE Relations quicker over integrating to secure their favour, great with custom rulers with Whispers Society.

  • Misc - Descriptions

  • Tested Save game compatible - Please note to verify and make sure all have the current version, tested on our save and multiplayer games quickly as usual. Be mindful there is a known crash with any mod adding items as pointed out in the forums.

    Authors Notes

  • These changes keep the game close to vanilla for Migration while also making sure the AI will use it, or use a fallback behaviour, without the cost increasing to 600 mid to late game. This is a fair compensations for the Players and AI, pointed out by the testing group for balance and @Misanthropy Incarnate. This is now the ideal balance

Update: 15. Apr. um 16:20
von Aten

Changes
  • Update - Updated to 1.2.

  • Update - Large changes to AI likes/Dislikes, now the AI will like based on their personality, and favour to dislike things such as beating them at certain things, like eco, domain expansion ect. Also Isolation Personalities now use the Neutral and Exploitation personalities, each personality now varies with this. (Ongoing balancing) so far in our testing in multiplayer and singleplayer this has helped.

  • Change - AI can now have more outposts, once they hit the 4/5 city cap, they can still use outposts if the location is worth it to lock it down, eventually they may use the cite or leave it to be a vassal city.

  • Update - Migrating now has no influence cost for Players and AI but now comes at higher pop loss, this was great in single and multiplayer from the start of the mod as the pop loss is increased to show the war effects without razing, time is still between 3-6 turns depending on the distance of the player throne, which really helps as the AI as it will try and hold it, then release it as a front line vassal or keep it and release one of their back cities as a vassal, that too has had the influence removed, was 25, but the AI is better off spending influence elsewhere or integrating.

  • Change - More AI personalities now favour integrating City States if able or to keep them as a vassal until their conquered by the enemy, then their prone to migrate enemies out taking the population loss, Diplomats will favour vassalising for example despite the race of the city during war. This helps keep the starting game free cities strong while cities changing hands taking population losses on the front lines, so if the AI releases it as a vassal it's power level will be inline with the population and size of the city, while the defences get removed until rebuilt as standard.

  • Misc - Small value changes to the strategic AI for balancing, changes may come making extreme harder for players that want a challenge, normal is on par with a standard player without any real bonuses besides previously mentioned. Other smaller change with alignment stuff to stop the AI swinging to far out of their chosen alignments.

  • Save Game notice - Tested in Single and Multiplayer, it should be save game compatible but it can never be perfect. We did not test with other mods besides 2-Skill points per level and Starting Transformations for testing.

    Authors Notes

  • In testing the game seems to play smoother and more inline with personalities, all of the above is subject to change and we generally take notes and test during our games in single and our ongoing multiplayer games, this was the first major pass for personalities ect, will fine tune it now that Orgre 1.2 is out fixing many, many crashes and other issues, do note there is a crash for mods that add items currently.

    Also, with the AI far more prone to releasing extra cities to it's own race and vassalising it, which we have found is deadly late game as they seem to target their free cities well for attacks to other players, the AI can quickly float above others if left unchecked building strong barriers to their Throne City as expected. Also note, if your watching the AI using the cheat "BARENTZ" and not playing just sitting ending your turn, the AI may behave strange or weak as it has parameters based off the strongest Human player to keep the play up, this is in built in.

    Tested games to turn 60-120.