View Full Version : we need a quickie campaign mod
What is required is,
A campaign halving the number of factions,
AI ONLY factions have unique and cheaper units,
Player Selectable factions have unqiue and more expensive units,
Can these be the SAME units?, or will we need new entries for names and duplicate the unit icons, info pics etc??
Cheap units for AI and none available for mercenary pool,
and expensive units for player,
limit the mercenary pool to the expensive units,
Increase Revolt Potential for all Provinces, leave income unchanged,
Reduce benefits from Titles,
can anyone think of anything else??
we should be able to get away with TWO files only
(i hope) - less is best...
if we have to have seperate units for AI and Player then i suggest use muslim peasants for AI factions and Euro peasants for player factions, same with urban militia,
things like feudal seargents and militia seargents can be made to same stats, just player can only get one type and it costs player more florin than AI,
Also player factions should start the game in a difficult status, 2 or 3 provinces only, AI factions should have 5 or 6 provinces etc etc...
Unique units for player factions,( like longbows ), should cost plenty,
unique units for AI factions should stay the same,
opinions and ideas,
and especuially - any volunteers to write the mod?
Quote[/b] ]Increase Revolt Potential for all Provinces
If the player factions are different religions from the AI factions the player will get more rebellions without the AI getting too messed up.
Quote[/b] ]AI ONLY factions have unique and cheaper units,
Player Selectable factions have unqiue and more expensive units,
Can these be the SAME units?
Some factions get discounts on certain units, this could be applied to all AI troops. Not sure how much the discount is though.
Make it so the player factions dont have much trade income, this is more blanced because the AI cant use trade effectively anyway.
on the subject of income, increase all province's income by a factor of 10, and any unit the human player can build, increas it's cost and support by the same, leave the ai units alone, that away the ai won't run out of money and start pumping out peasants, last game i played with this setting, the ai was throwing 4 to 5 thousand man armies at me, virtually no peasant, but calvary, maa, xbow men, you get the point.. the main weakness of the ai is that it can't manage any trade routes, and runs out of money, then it can only build certain things, but this little mod, i don't see how he can run out.. also maybe reduce the building times, not the costs.. and finally maybe elimanting the crusades, or limiting how they can be built, the ai never does them right, and wastes resources on them any way.. that's three files by my calcultions..
the unit prod, the build prod???not sure of name, and either early, high, or late txt.
Also, give the AI some head start with buildings, upgrades and may be a couple more units.
Can we just increase the revolt rate for player control provinces only?
Can all of those changes be made dynamics so that it doesn't matter which faction the player choose?
i've started fooling around with an early text, player gets choice of 4 starting factions. english, spanish, germans, and byzantine... basically took Kraellin_early russian q mod, and removed some factions, and switched the rest to minor. hope he don't mind, Kraellin if you read this, and you do object, let me know and i'll delete it and start from scratch.
i chose this mod because i did not want any land bridges, and africa is active, which i gave to the almohads. gave all ai factions 6 or 7 countries, and am setting them to rebel 0 to 2, the player gets 3 provences each. boosted all provinces income by 10, and set all faction to xxx_expansionists, hopefully they'll wage non stop war with each other and the human player.. testing it tonight, so far it loads up to a game, haven't played it yet though, making sure it will load.
tommorrow i'm gonna edit the build file, and cut the build time in half for all buildings, and gonna delete any faction preferance, hence as long as you have the right religion you can build it.. also gonna delete invention requirement for everything,
reset start date to year 0087, so you can play for over 1000 turns. you'll still need the appropriate buildings though. haven't even begun to think about unit file.. only thing i'm sure of is they'll be two sets of units, one for the ai, and one for the human player. and the human player i'm gonna increase cost by a factor of ten, and does anyone know what the maximum value for support cost is, want it to be 10 times larger as well.. that's all i can think of right now, it's late and my mind is wandering..
any suggestions let me know, and i'll try to implement them.. don't expect miracles, i just started modding about a week ago, and this is my first serious attempt. hopefully won't make an *ss of myself. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Can we just increase the revolt rate for player control provinces only?
Pdoan8, that doesn't work very well. Rebellion is never a factor for the player, no matter what the rebellion factor, so there's no point in adjusting it to make it harder on the player - it won't (because the player pays much closer attention to province loyalty). Raising the rebellion factor to 2 for all provinces IS GOOD FOR THE AI as it makes it much harder for an AI superpower to emerge in the 1st 100 years (as seems to happen most of the time with the standard game). There are many loyalist rebellions, and factions that were eliminated re-emerge. This leads to excellent play balance In my last Byzantine campaign none of the factions were eliminated in the 1st 120 years and several re-emerged twice (I based my mod on Paladin's 1092 mod and credit him for the initial idea).
Lord Krazy
01-28-2003, 07:13
Quote[/b] ]AI ONLY factions have unique and cheaper units,
Player Selectable factions have unqiue and more expensive units,
Can these be the SAME units?, or will we need new entries for names and duplicate the unit icons, info pics etc??
They can't be the same units, if you can
tinker with the difficulty level then you could set
an avarage disadvantage but not for individual
units.
Duplication I'm not sure about.
I know that when you boot the game
it matches the syntax not the amount of units,
so you can have one name in the deadpage
and put it twice in the prod11 and the game will
not notice.
To me this would indicate that duplication
was on the cards.Duplicting the icons would not be
necessary if the theory holds.
If the names match the icon it should load it.
This can be another way maybe of adding units.
I'v messed a bit with this before but not enough to give you a difinitive answere.
The deadpage coords can take 175 more units
before you reach the limit
for that text file.This is more than enough
to duplicate every unit in the game
and some more.
Although the prod11 will take many more than 300
units the deadpage coords wont support it.
I'll run it through the mill if you like?
(ha they call me krazy) http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
regards
LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif
Cugel,
The reason that I ask to increase the rebel rate more for player provinces because it seem that the AI really have trouble dealing with or avoiding rebel.
- As player, we have a lot more advantage over the AI. The most obvious one is the selection of governor. The AI doesn't seem to consider the improvement in loyalty that the governor can provide. AI doesn't seem to use the title t0 the max advantage. I often see AI governor who has the worst V&V and drag down the province output by as much as 25% and - 20% loyalty.
- As player, I can consolidate army by moving one or two units from many of my provinces to make a formidable army in order to put down the rebel without compromising the loyalty of other provinces. However, AI doesn't seem to be able to do so. They often either abandon the province or move the whole army from a neighbor province just to have that province rebels in the next year.
- One more point is that the AI doesn't retrain and replenish their troops. After putting down some rebels, their army consists of almost all broken units, and some are useless such as a mangonel with only 1 or 2 crews, a unit consists of a couple peasants, a lone royal knight who happens to be the governor with some really bad V&V,... Once, I have seen an AI army with 16 units, including 3 useless siege engines, on the battle field (the first 16 units of their 23 units in total) but only have a total of 61 men (I had no trouble killing and routing them with one Chiv Knight that I sent to take the province).
So, for me, in order for the AI to marchup with the logical thinking capability of a human brain and because we want to make the campaign harder to play, we should give the AI more break than to ourself. Anyway, that's just MHO.
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.