Age of Wonders 4

Age of Wonders 4

Fairplay AI
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Update: Apr 16 @ 7:30pm

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: Apr 16 @ 12:06am

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: Apr 15 @ 4:20pm

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.

Update: Apr 11 @ 9:11pm

Changes
  • Update - Smaller changes to strategic values, AI now receives special resources, Astral Echoes, Binding Essence and more, but in the background and nothing overgenerous to help them actually use it's related features.

    Authors Notes

  • In testing the AI is now far more productive in using these resources, from their equipment building to actually using Thralls/Rituals and Astral Echo mechanics, as mid to late game we noticed they either can't get these or struggle to use them, such as using souls they can now have some helps which is a fair compensation to keep up with a decent player throughout the game. However, easier difficulties get far less so between the income multiplier for the AI on higher levels this also makes a natural enemy and competition throughout all stages of the game were battles will still turn the tide, the AI still DOES NOT get any production/research/combat or other boosts like in vanilla, we've made sure to test and keep them fair. AI will Pillage province of enemies even if their good, aliment removed as it is important in multiplayer/singleplayer for harassing stronger eco, AI and players can now do it if able without ruining their alignment

    Thanks to everyone who helped in the testing matches and sending notes through, seriously a thank you and with the upcoming changes for personalities.

Update: Apr 8 @ 10:48pm

Changes
  • Update - Smaller changes to strategic values, mainly helping the AI use outposts more if able to lock down areas.

    Authors Notes

  • In testing the AI is far more interested in using outposts to lock down resource locations and are now use it if needed for city locations - if their previous one is razed or taken, the AI like the human wants to be at 4 cities and then use vassals and to release cities into it's race. Other smaller value changes. Thanks again to those who have been helping me test. Next changes are to the AI personalities preferences for actions/likes ect, however it is a slow process as the game still crashes sometimes after even the smallest changes so it's a slow process to make sure the changes matter and fit.

Update: Apr 4 @ 10:22pm

Changes
  • Update - Large pass to AI weights, AI is now far more inclined to have several outposts on the map when able, a higher value for city locations along with many smaller changes, AI economy is also difficulty based, with modifiers to only gold and mana to prevent deficits in testing. Hardest AI now recoups and rebuilds to take back their land far better without all the egregious vanilla game AI spam ect..

    Authors Notes

  • This was a much needed closer value pass look with myself and others play testing 60-100 turn games to make sure the AI maintains and plays well across all difficulties, thanks everyone! Will keep testing and our beta version makes large changes to personalities, however that won't be integrated just yet as the game can be a bit unstable still in vanilla.

    NOTE - As always, verify when using in multiplayer make sure everyone has the same version, apologies as the workshop mod follows the local version as myself and friends use this in our games, so expect ongoing updates when needed, no major changes that should affect saves.

Update: Apr 2 @ 4:03pm

Changes
    Authors Notes
  • Update - Mod version has been set to 2.0, going forward versioning will increase on each DLC release only, save local copies if you want to keep the current version for yourself. Can't guarantee fixes until Devs do a hotfix pass on the base game affecting mod issues, done what I can, erh.

Update: Apr 1 @ 9:36pm

Changes
    Authors Notes
  • Remade the mod from scratch, re-uploaded over the previous mod, tested and played 60+ turns no issue. Further tweaks and changes in the coming week.

Update: Apr 1 @ 3:58pm

Changes
    Authors Notes
  • Fix - Mod crashing, game still prone to crash, further tweaks/ will follow this week.

Update: Apr 1 @ 3:39pm