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View Full Version : Do the AI factions receive military as well as monetary assistance?



Stelios
08-06-2010, 05:38
A question i have been wondering for a long time now-do the AI factions recieve free extra troops when they are in trouble? Playing as the Romani, i have invaded Iberia, and annhilated what i thought was Lusotana's sole large army. Two turns later, several medium size armies and a full stack showed up out of nowhere. My initial assumption was that they had been hiding (for the whole game?), because i toggled the Fog of War off, and had been playing close attention to their troop movements for a while. Each turn following that initial battle, more and more half stacks showed up out of nowhere, when thier cities and the countryside were nearly empty the turn before. I really cannot explain it. I am aware the AI factions receive monetary assistance when they need it, which leads me to ask- is the AI receiving extra units (more than he could possibly produce in one turn)?? Has this spamming happened to anyone else?

Cute Wolf
08-06-2010, 06:03
that was mercs... the AI did receive a lot of money, so, coupled with EB's massive mercenary lists with pretty decent regeneration rate, made AI often over use them

Titus Marcellus Scato
08-06-2010, 13:26
Yep - only solution is to hire the mercs yourself to stop the enemy getting them.

siegfriedfr
08-06-2010, 16:45
Yep - only solution is to hire the mercs yourself to stop the enemy getting them.

or go into descr_mercenaries, reduce all unit pools to 1 mercenary, and triple mercenary refresh rate.

Cute Wolf
08-07-2010, 18:05
or go into descr_mercenaries, reduce all unit pools to 1 mercenary, and triple mercenary refresh rate.

that will made sure the AI got 10 new units or more in each turn...

suggestion : divide refresh rate by 3

seienchin
08-07-2010, 22:47
Giving them military help would be the better solution, but it would be a modding nightmare and might even double the already extensive EB script.

SlickNicaG69
08-10-2010, 09:07
Do it like I do it and play the game like a real man. Go to the money script and set all the add_money values for each faction to 0 except for the slave/rebel factions. This allows you to be able to play a multi-faceted game where you can win by spying, assassinating, attrition, etc. Not only that, but a faction with little resources is always more inclined to be reasonable in its diplomacy. This is much more "realistic" than simply playing a game where assassins and spying have hardly any effect, by preventing the game from being an endless series of Your Army v. Cpu Levies.

Cute Wolf
08-10-2010, 09:44
Do it like I do it and play the game like a real man. Go to the money script and set all the add_money values for each faction to 0 except for the slave/rebel factions. This allows you to be able to play a multi-faceted game where you can win by spying, assassinating, attrition, etc. Not only that, but a faction with little resources is always more inclined to be reasonable in its diplomacy. This is much more "realistic" than simply playing a game where assassins and spying have hardly any effect, by preventing the game from being an endless series of Your Army v. Cpu Levies.

Well, spy is useful to open the gates... and I turn off assassins for all factions as my personal preferences, as I can't assassinate the "personal security beefed" AI generals, and can only proceed by sabotaging constructions and noob diplomats...

well, SlickNicaG69, you'll see M2TW made assassination in campaign becomes much - much - much more important :wink:
because they are the only one who could stop foreign missionaries from converting your population, bar the 9 captain stomp cheat