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View Full Version : About units popping up in Crusades...



Kraxis
12-19-2002, 17:37
I am a little tired of Crusades being a little too weak, they have too few knights and too few Order Foot to be anything to be scared of. This is only in the case of AI Crusades.

So I looked into the unit_prod file and found that Fanatics have Crusade(5), Order Knights have Crusade(-10) and Order Foot Crusade(-15)... All other units have nothing of that type.
So I understood that that was what made the Crusades get their units.
Now is the question, which is better? It seems to be the negative numbers as Order Foot have the lowest number and they are the ones to appear most often.
Also I would like Crusades to soak up local Order Knights and/or Order Foot, just like they soak up a lot of Peasants and Fanatics.

Edratman
12-19-2002, 23:38
I'm considering eliminating the chapter house in my next mod because I think the crusades actually are negative for the AI. GilJay posted earlier that the AI checks to see what it needs to do to achieve GA goals, and crusades are a big part of that.
But as you said, the crusades are too weak to be effective, so all they do is start a war between the Crusading country and whoever controls the eastern Med. This removes the possibility of the AI trading in the best trading section of the map. So I think the reduced income possibilities make the AI just easier to beat.
Besides, I always refuse the AI crusade passage, starting more wars and further reducing the trade and thus the money in the game. I can overcome that, the AI seems incapable.

Edratman
12-20-2002, 14:43
If anyone else wants to try "no crusades" I'm not going to delete the chapter house, I'm just going to change the prerquisite from church to castle 14. That's an easier change and much also easier to undo if I don't like it.

Kraxis
12-20-2002, 15:57
Well, I want to do the opposite. I want to make the Crusades stronger so the AI has a chance to fulfill them.

Jagger
12-20-2002, 18:12
My understanding is that negative numbered units are chosen first. Then available positive numbered units are examined. The larger the number, the greater the chance of being chosen. So a -20 is more likely to be chosen than a -5 as the negative is dropped out. And the negative numbered units are chosen first. Then when examining positive numbers, a unit rated 20 is more likely to be chosen than a unit rated 5. You will notice that high and late era units have higher numbers to make them more likely to be built when they become available.

Hopefully that made sense.

Kraxis
12-22-2002, 19:23
Ahhh... well now I will change the numbers so the Crusades will be stronger.

WesW
12-29-2002, 12:05
Thanks, Jagger. This is something I was wondering about, too, and I may do like Kraxis and make them stronger, with an appropriate price increase, for the Medmod IV.

Turbo
01-21-2003, 03:30
Quote[/b] (Jagger @ Dec. 20 2002,11:12)]My understanding is that negative numbered units are chosen first. Then available positive numbered units are examined. The larger the number, the greater the chance of being chosen. So a -20 is more likely to be chosen than a -5 as the negative is dropped out. And the negative numbered units are chosen first. Then when examining positive numbers, a unit rated 20 is more likely to be chosen than a unit rated 5. You will notice that high and late era units have higher numbers to make them more likely to be built when they become available.

Hopefully that made sense.
Interesting that for "rebellion" factors or crusades, the designers use low numbers even negative whereas with build priorities the high numbers determine the build. You would think there would be one consistent approach. Go figure.

King David
01-21-2003, 21:09
Those numbers also effect rebellious units that spawn, zealots and such. I would like for the AI to spawn some good units for rebellions (Get tired of peasants and spearmen) Does the negative number value apply to those as well ? http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif

pdoan8
01-22-2003, 03:15
But it doesn't seem to change number of unit being given to the Crusade. I have never been able to get more than 2 order knights for the crusade.

Dr_Who
01-22-2003, 04:11
If you download the plunderer mod, you get peasant uprisings with nothing but gothic knights and such. Certainly makes the game more extreme.

Its in the dl section.