Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Artificial Unintelligence Lite
50 Comments
tini_ca 17 Nov, 2019 @ 11:23pm 
Hello !
(I am a french player)

During starting the gameI have these 3 error messages:

Unable to load texture [iconeframe64.dds]

Unable to load texture [asset / UI / art / icons / leaderportraits1024frame.dds]

Unable to load texture [asset / UI / art / controls / 9grils / gril9highligh8.dds]

I have theses mods:

Enhanced covert ops
Infoaddict
Atificial unintelligence lite
cities 6 tiles away
Enhanced loadout
Battleship Yamato
IGEditorBE
Advanced game options
larger maps
Starting location overhaul
Visually distinctive terrain - lush biome
Visually distinctive terrain - arid biome
Visually distinctive terrain - fungal biome
Colorful tech web

Somebody have an idea?
Delnar_Ersike  [author] 6 Jul, 2016 @ 2:29pm 
Jabel: values loaded into the game by XML files from the AI-specific sections of the game, plus a few, choice values from Global AI defines and missing flavor values from the Rocktopus unit (since the AI cannot build stuff without flavor values, missing Rocktopus flavor values meant that the AI could never build a Rocktopus). From what I know, most other AI mods primarily deal with values assigned to leaders, e.g. aggression, wonder competitiveness, and personality flavors, and this mod did not change those. Even if there is some overlap between this mod and another mod, since this mod changes XML/SQL values only, your are highly unlikely to get actual compatibility issues from the overlap; one mod will simply overwrite the other's changes in the overlap, and that'll be that.
Jabel 5 Jul, 2016 @ 7:25pm 
Can anyone breakdown what parts of the AI are modded so we can search for other compatible AI mods?
Delnar_Ersike  [author] 15 Apr, 2016 @ 11:35am 
NIGOR: It should work fine with Rising Tide, though it won't improve the AI for Rising Tide-specific features (e.g. building hybrid units, artifact paths, spending political capital, etc.). Still, at least the AI will build Rocktopuses (yes, the AI would never build them in the unmodded game because the devs forgot to add in flavors for it).
Kogtopus 15 Apr, 2016 @ 10:30am 
Is the mod Rising Tide compatible ? I know you can't update to to RT and all, but if I use it with the DLC, will it crash AI, or will it improve at least some parts of the AI ?
jsnider193 12 Jan, 2016 @ 5:36pm 
Agree .. in a game right now and if do not take a short cut to victory (one of the gates) 2 of the AI have holdings about twice as large as mine. this coupled with a few other mods really make the game a tad more of a challenge. thanx for adding it to the mix
jackito 16 Dec, 2015 @ 1:07am 
Works fine. AI is better now. The difference is noticeable.
Delnar_Ersike  [author] 10 Nov, 2015 @ 4:34pm 
schflo: thanks, but I don't even own Beyond Earth, let alone BERT. This mod was uploaded and updated during CivBE's two free weekends (which is possible because of how CivBE's AI is almost identical to Civ5's). Even if I owned both games, Firaxis hasn't released the DLL source code for CivBE, and since 99% of the full-scale Artificial Unintelligence mod's changes rely on DLL changes, there is no way that I could make a similarly full-scale AI mod until they release CivBE's DLL source code.
schflo 10 Nov, 2015 @ 11:42am 
Hey your mod is great! I apreciate your work. Woud love do see the full scale of artificial unintelligence work with rising tides... so if you like... I would love to gift you a copy of rising tides ... so you can make it happen ..
Delnar_Ersike  [author] 22 Aug, 2015 @ 5:40am 
cbdeakin: That stuff is the realm of flavor/personality updates, and I don't know CivBE well enough to feel comfortable making these types of changes. Flavors are the scoring system used by Civ AIs for choosing techs, policies/virtues, and what to produce in cities. The base score for an item is calculated by multiplying the item's value for each flavor type with the AI's personality weight for that flavor type, and then summing the resulting products. This is then altered based on future unlocks for tech and policy/virtue items and build times for production items (usually only enough to break ties). Personality weights are the AI leader's personality score for the flavor (ranging from 1 to 20) altered by the AI's current grand strategy (usually never more than +3) plus whatever extra weights are assigned by active Economic and Military strategies (values can range into the 100's). Personality weights sans the strategy stuff are used elsewhere, eg. to score future city sites.
cbdeakin 21 Aug, 2015 @ 10:17pm 
Thanks for answering my questions. Please could you consider making a variant of this mod that makes the AI leaders very growth / expansion focused? If not, which parts of the XML would I need to edit to achieve this (I edited your Civ 5 mod myself, but wasn't sure I'd done it right).
Delnar_Ersike  [author] 17 Aug, 2015 @ 9:09am 
cbdeakin: The AI's biggest weakness is its structure. It is essentially built up of disparate parts with limited communication with each other: the part that's responsible for guiding the AI towards a specific victory strategy can only influence the AI's "flavors", the part that's responsible for selecting which tech to research has no input from the part that would request certain buildings or units, the part that's responsible for dealing with combat moves has extremely limited lines of communication with the part that's responsible for building units, etc. A lot of the AI's visible weaknesses arise from gaps in the structure.
I do not know of any other AI mods for Beyond Earth: I'm sure there are plenty that tweak flavors and warmonger stats, but the ideal values for those is relative. For Civ5, my mod (Artificial Unintelligence) is the most extensive one I know of, though plenty of other DLL mods have borrowed my changes and applied some of their own tweaking on top of it.
cbdeakin 15 Aug, 2015 @ 6:54pm 
So far, this is my favorite AI mod. Are there any other AI mods that you would recommend for Civ 5 or Beyond Earth?
cbdeakin 15 Aug, 2015 @ 6:44pm 
Thanks for updating it, I'll give it a go. In your opinion, what are the AI's biggest weaknesses? (that are hard to fix)
Delnar_Ersike  [author] 15 Aug, 2015 @ 7:36am 
There we go, I took advantage of the free weekend to upload a fixed version of the mod. All changes should now load properly.
Delnar_Ersike  [author] 12 Aug, 2015 @ 7:34pm 
chakkal: I'd prefer it if you did move the comments to the relevant Civ5 mod's page, for neatness' sake. What I meant was that you said you were using the Lite version because the full version did not show up in your mod list, yet the bugs you claimed to be seeing could only come from the full version. I can't really explain the workers thing (I've actually been seeing it occasionally in my test games, but it's very inconsistent). Barbs shouldn't abandon their camps as much as they originally did, the reason they were so ready to abandon camps before was because they were using the wrong function to stay in camps. Ranged barbs did not shoot because the Barb AI had those units in Explore mode, which means they will rarely attack. Leading by 100 score is nothing because Score doesn't mean anything: it's demographics that you want check. Finally, out of all the AIs I've seen, Genghis performs the worst by far, so I can easily see you having more cities than him.
Chezz 12 Aug, 2015 @ 12:44pm 
My bad, I posted on the wrong mod... didn't notice this is the BE version. Nevertheless, I am sure I am using the Civ V mod, as I am not subscribed to this one, and yes to the other, so I guess the point should still stand... should I post my comments on the other mod (civ V one)??
Delnar_Ersike  [author] 12 Aug, 2015 @ 11:49am 
chakkal: this page is for the BE version of the mod. If you're using the Lite Civ5 version, you shouldn't be encountering any of those issues, seeing as the Lite version does not change worker AI or Barbarian AI at all.
Chezz 12 Aug, 2015 @ 10:19am 
Long short story, by turn 130 I am leading in score by 100 points over the second and have my four cities settled while Genghis only has two... and despite having only 2 CB and the initial warrior, nobody is coming to attack me.
I think something is going on that makes the AI perform actually worse than normal, as I never dominated in such a way in Immortal before. As a note, I tried first your other mod, Artificial Unintelligence (without Lite) but did not see it in the mod list after subscribing, so I tried that one. Am I missing something or this version needs to be tweaked?
Chezz 12 Aug, 2015 @ 10:18am 
Tried this mod yesterday and have found some problems. Shame I don't have screenshots, but hopefully are easy to describe. Playing an Immortal game as Korea and Genghis is my close neighbor. Turn 45 I had founded my second city while Genghis only had his capital. I found a worker of him wandering all alone like ten tiles far away from his lands, without protection or anything, just wandering around like totally lost. Followed him some turns with my scout, maybe he was going to another place where he had a city or something, but no... he arrived at the coast and stood here for a while until I finally left... strange. Barbs don't abandon the camp to attack my archers when they have brutes/pikes, IIRC they did it before. Ranged barbs also moved most of the time when they were able to shoot my troops...
Delnar_Ersike  [author] 8 Aug, 2015 @ 2:31pm 
cbdeakin: Well, there is. In fact, this mod is just a port of my Civ5 mod, which is a lot more substantial.
cbdeakin 8 Aug, 2015 @ 2:30pm 
Great mod. AI actually tries to keep its Gold p/t positive. AI ranged units are less suicidal also. Would love to see a fully fledged version of this mod like in Civ 5.
Brettexander 5 May, 2015 @ 6:05am 
Somebody with deeper pockets should gift you a copy of CivBE.
Delnar_Ersike  [author] 2 Mar, 2015 @ 6:29pm 
Red Earth: you misunderstand, I'm not going to change the forced avoid growth's threshold, I'm making the avoid growth flag work better with any food focus.
Red Earth 2 Mar, 2015 @ 4:29pm 
Well I never thought it was a good idea for the Civ 5 version. That's why I posted here on the BE version.
Delnar_Ersike  [author] 2 Mar, 2015 @ 3:34pm 
Red Earth: sure, Food Focus might not work as intended with the unmodded setting, but all other focii (including default focus) get a possible bonus with the modded setting, as they will allow population growth in addition to providing their usual focus. I'm not saying it shouldn't be done, I'm only saying that I'd rather leave it up to individual players to tweak the setting as they wish (eg. -20 is also feasible, as that's the level at which cities start to flip) instead of including one setting to rule them all into the mod.
While I probably will fix the issue in the Civ5 version of the mod (since I have access to the C++ code, I change it to make the "avoid growth" flag play nicely with food focus), there's nothing I can ultimately do in BE that won't have potential gameplay side-effects.
Red Earth 2 Mar, 2015 @ 8:22am 
Is it really a design decision to make the food focus button do the opposite of it's expected function? I can still grow cities by locking a tile with high food or switching to another focus that has yields on tiles with food. If it's purpose is to slow growth it's doesn't do it well at all. I don't see how making a single button to the opposite of it's expected effect is a valid design choice. It just confuses people and makes them work around it.
Delnar_Ersike  [author] 2 Mar, 2015 @ 7:42am 
Red Earth: that's more of a game design problem than an AI design one. The fact that all cities had the "avoid growth" citizen automation tag automatically enabled worked in Civ5 because unhappiness wasn't as much of an issue as in BE. While there is no "avoid growth" button in BE, remember that barely any C++ programmers worked on the game (for some reason), so the avoid growth algorithm modifier is definitely still present in the citizen management code (the avoid growth button was a UI thing though, so their Lua programmers could easily remove it). While your "fix" allows cities that are under their local health/happiness to still grow, -10 health/happiness is supposed to be "severe" unhealthiness/unhappiness, and not letting cities grow when under that threshold is a game design decision rather than an AI oversight.
Red Earth 2 Mar, 2015 @ 12:13am 
Here's something you may want to change if you even get the change:
<Row Name="UNHEALTH_TO_FORCE_AVOIDGROWTH">
<Value>-10</Value>
</Row>
I didn't think this functioned since there wasn't a 'avoid growth' button but it does. Food focus gives the least food if your under -10 health. Since if you're under your local health level increasing population will INCREASE health this is especially annoying. I put it at -999 and food focus works now. Not sure if it affects the AI though. Seems like it would but maybe it uses more complex decision making than focusing on one yield.
Delnar_Ersike  [author] 29 Jan, 2015 @ 10:18am 
adamjgiess: There's a lot that goes into worker automation, but only a few values can be changed via XML; all of them are in GlobalAIDefines, under the worker automation bit.
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER values only apply when a worker is instructed to clear a tile of a certain feature (forests and jungles in Civ5, miasma in BE).
The only value that has any effect on what improvements get selected is BUILDER_TASKING_BASELINE_ADDS_CULTURE: when the AI is weighing what improvement to build on a tile, it will add (parameter value)*(improvement culture addition) score to improvements that generate culture instead of simply counting culture as just another yield (like food, production, energy, etc.). I simply brought the parameter value down to a level where the AI would pretty much handle culture like any other yield.
Red Earth 29 Jan, 2015 @ 9:02am 
I've been seeing a lot fewer terrascapes with this mod. The ones I do see are usually on desert or tundra where they would be most useful. Also, hardly any domes which makes sence since they aren't very good if you're not overvaluing culture. I assume the culture love was a holdover from civ 5 where only GP improvements generated culture so it should have valued them highly. I'll definately have to use the culture value fix in a future mod because I'm planning on making domes more interesting and if I don't reduce the AI's valuing of culture they'd never build anything else.
mythbuster5 24 Jan, 2015 @ 6:17pm 
I fingered it out, I was getting ready to win with a domination, but got a contact victory instead!!!, I thank you for your advice and help. Yur an alrits dood:)!!!!!!!!!
Delnar_Ersike  [author] 24 Jan, 2015 @ 6:25am 
mythbuster: there is no such thing as an "idea man", really. As mentioned before, everyone has ideas, usually at least hundreds or thousands, so ideas are worthless by themselves. However, as you start putting work behind your idea, it starts increasing in value; I'm sure a lot of people have/had the idea of improving Civ5's and/or BE's AI, but only the people who put work behind their idea (nobody really in BE's case, but Ninakoru, Ilteroi, and the Communitas team definitely have in Civ5's case) have been taken seriously.
So, yeah, if you tend to have a lot ideas but no knowledge on how to implement them, fix that; there are a bajillion tutorials online on a variety of topics (using Photoshop/GIMP, 3D modelling, animation, programming in all sorts of languages, cooking, baking, gardening, tinkering with microelectronics, etc.), so if you want people to take one of your ideas seriously, sit yourself down and start working towards actually realizing it (or at least a part of it).
mythbuster5 23 Jan, 2015 @ 1:19pm 
thanx for considering it at least, I guess I'm just an Idea man. One guy scoffed at me saying I should just give up. But I really appreciate your input Thank you.
Delnar_Ersike  [author] 23 Jan, 2015 @ 10:33am 
mythbuster: I don't think I can.

If it's a technical problem (e.g. quests not triggering properly), then I'm not familiar enough with BE's Lua system to patch it, though I'm sure you'll have some luck over at the CivFanatics forums. Firaxis didn't learn from its Civ5 mistakes and decided not to release the game's DLL source code right away (IIRC, they pretty much released source code for Civ4 instantaneously, giving people the chance to start working on substantial mods and have them be playable by the time the second expansion came out).

If it's a design issue (i.e. the wonders in question are unlocked by techs and/or conditions that are nigh impossible to reach before at least one other victory condition is completed), then fixing it elegantly would most likely require a time and effort investment that I'm not willing to make for a game so filled with other design flaws.
mythbuster5 22 Jan, 2015 @ 9:32pm 
can you fix the issue with human players not being able to complete, or even start victory wonders?
Delnar_Ersike  [author] 22 Jan, 2015 @ 6:24pm 
captain: I know from looking at some of the code, reading various forums, and playing a bit during the free weekend that this game is an unfinished heap of snore.

I have played every single Civ game since Civ2 (except CivRev), and none of them, not even Civ3's pathetic Play the World expansion, made me want to quit and start up a different 4X after 200 turns. You might say, "Oh, it'll get better after expansions", but I highly doubt it: by the time Firaxis announced BE, they had already established a design trajectory going from Civ5 to G&K to BNW, and BE is an obvious continuation of this trajectory. The best way I can describe this design is that it is about quantity over quality and reliance on contrived mechanics for strategic depth instead of elegant interplay of a few simple mechanics (I can give specific examples, but I'd go over the 1000 character limit for comments). BNW has enough remnants of older Civ games to keep it afloat, but BE does not.
captain5555555555 22 Jan, 2015 @ 3:01pm 
Loved this mod in Civ5.
Why don't you just buy the game?
Delnar_Ersike  [author] 20 Jan, 2015 @ 4:34pm 
mythbuster: ... and I have several hundreds, possibly thousands of ideas. Everyone does. Now if you have an actual design or prototype that you put weeks of work and testing into, that's a whole different story.
If you don't know where to start and your idea would involve anything computer-related, the first step would be learning how to code if you don't already. I most often recommend Lua or Python as a first programming language (runner-up is Delphi or its older cousin, Pascal), since they're easy to learn, allow newbies to get a grasp on programming basics before throwing more complex stuff at them (Java and C# fail at this), and the way they work is similar enough to more powerful languages (eg. C++) that they won't hinder you if/when you progress onto other languages (PHP and Visual BASIC fail at this).
Plus, a lot of Beyond Earth's stuff is implemented via Lua, so trying to make simple, Lua-based mods for Beyond Earth is a great way to start.
mythbuster5 20 Jan, 2015 @ 12:34pm 
I know nothing of source code, or xml, I just know how to set the time on the vcr. :), I got a game idea I've been fartin' with but don't know how to proceed, would you be interested in this? Can be stand alone or a scenario for BE.
Delnar_Ersike  [author] 18 Jan, 2015 @ 11:41am 
adamjgiess: Ah, yes, citizen management. I've made plenty of modifications Civ5's algorithms in the full version of the Civ5 mod, but I can't do anything about BE's until Firaxis releases the DLL's source code. Production focus actually has a pretty big bug in Civ5 for example, I wonder if it's still present in BE: if you have at least one engineer specialist slot and set the city to production focus, the game will create unemployed citizens after it has filled up all engineer slots instead of allocating those citizens to tiles with at least 1 production.
Red Earth 18 Jan, 2015 @ 10:21am 
None that I'm aware of but it's hard to tell with AI behavour.
One thing that is the same in the base version and isn't better now is food focus doesn't work well at all. I have a 1 population city that isn't growing and I set food focus and it won't work a 4 food tile. I don't know how this part of the AI works, but it has never worked well.
Delnar_Ersike  [author] 18 Jan, 2015 @ 7:14am 
So guys, no bugs? Beyond Earth's Free Weekend is ending soon, and I won't be able to upload any patches after it ends.
Delnar_Ersike  [author] 17 Jan, 2015 @ 5:23pm 
Uploaded a minor update, the AI should now also check to execute the following city strategies every turn: Need Trade Building (from every 50 turns), High Intrigue (from every 50 turns), Critical Intrigue (from every 50 turns), Spread Miasma (from every 50 turns), Need City Defense (from every 100 turns).
Coincedentally, the AI will respond to intrigue threats a lot faster, though keep in mind that this mod doesn't give them any extra bonuses related to intrigue defense.
Thrawn 17 Jan, 2015 @ 10:22am 
Thanks, the AI actually attempts to compete now
Red Earth 16 Jan, 2015 @ 10:50pm 
This was the first time I ever got a message from a leader saying they liked me for killing aliens. :AlienTarget: I assumed it was possible but I don't think the setting were in a place where it was ever likely to happen.
Delnar_Ersike  [author] 16 Jan, 2015 @ 10:11am 
adamjgiess: those values don't really have any effect in BE primarily due to the reduced power of outposts. In Civ5, the AI placed minors into four possible approach categories based on what it wanted to do with the minor: one for allying with it, one for protecting it, one for conquering it, and one for ignoring it. In BE, you can no longer ally or declare protection for outposts like in Civ5, and since this means only two approaches are viable, the AI likely handles outpost diplomacy differently in BE than in Civ5.
The only reason I kept those values as they are is because I have a sneaking suspicion that the role of outposts will start to approach that of city-states in future expansions.
VaeliusNoctu 15 Jan, 2015 @ 11:59pm 
Sounds good i try that every improve in intelligence is welcome in that pure game AI...
Red Earth 15 Jan, 2015 @ 8:12pm 
I was reading through the xmls and I have a question. Under Global Diplomacy you have this: More prone to gobbling up a few (1-2) city states each game
Does that not function in BE or does it pertain to stations instead? If it's the latter then is it increasing it like it says because the AI is already known for taking out stations without having much to gain from it.
Red Earth 15 Jan, 2015 @ 7:56pm 
Will totes try this out. Probably the Civ5 one too if I ever go back. Although I think I remember trying another AI mod...