z3n
04-15-2015, 04:17
https://i.imgur.com/E5FEQy9.jpg
Note due to this being a part of EB 2.1 this is incompatible with certain submods depending on the amount of files the submod changes.
Installation instructions
1) Download and then open up the file with a program like 7zip.
2) Use said program to extract the enclosed data folder overtop of your EBII folder located in your mtw2/mods/ebII directory. Say yes to all the overwrites.
3) Important! Delete map.rwm located in your mtw2/mods/EbII/world/maps/base folder.
Pictures to make it clearer.
https://i.imgur.com/XIAX4ER.jpg
https://i.imgur.com/szmc8NE.jpg
https://i.imgur.com/tbIy82k.jpg
Updates to EB2 Pathfinding, CAI and BAI
CAI, BAI and Pathfinding are completely overhauled
Here's a battle screenshot
https://i.imgur.com/hohT9oj.jpg
Campaign screenshot @ 100 turns
https://i.imgur.com/QtUpG6X.jpg
Version 1 changes (previous release)
1) Improvement to formation values for charges, all units are affected which will make them move en-masse now
2) Different formation movement (men catching up to their unit move at a faster pace)
3) Battle/Siege AI should be subsequently affected by an increased amount of pathfinding nodes
Version 2's changes (previous release)
Pathfinding
4) Cavalry now prefer flat terrain, Infantry are not affected by this change and fight either on flat or in woods.
New file
Config_battle_ai changes
1) Flanking is prioritized/used more by the AI, especially for cavalry. Cavalry are also much less inclined to charge a phalanx and more inclined to attack opposing cavalry or flank/rear charge your battle line.
2) Attack brace range is 125 instead of 200, and added some lines so all infantry are more inclined to brace.
Version 3 (previous release)
1) CAI pathfinding improvement (done)
2) Stack merge improvement/Focus on family members as generals (done)
3) CAI overhaul part 1.
New file descr_campaign.xml
1) Age lowered to 12 for adoption/coming of age to better imitate education/loyalty in court.
2) AI based equations based on autoresolve revamped for better stacks + more decisive battles.
3) Garrison limit + revolts redone for better AI handling of public order.
Version 4 (previous release)
New file descr_campaign_ai.xml
Details of overhaul- each faction has their own specific quirks due to being code being faction specific, hopefully that's a good thing. (warning I may run into a hard-coded limit during this, so don't get your hopes too high, I may end up having to generalize the AI to a limit of culture specific ai for example)
1) Revamped autoresolve results for more decisiveness (stacks bigger before attacking, though keeping more aggressive behavior)
2) Added diplomacy + protectorate trigger systems (e.g. rome + carthage disliking each other, greeks less likely to ally with each other though more so than barbarian factions and more likely to ally with india)
3) Added many different war states from XAI. (systems in place for different types of defense)
4) More aggressive Slaves (Eleutheroi)
5) More intelligent AI behaviour, for example forced invasion. Stacks don't stand around, if they are stronger (e.g. 23 previously passive stacks) they will come after you en masse and angry.
(Finished)
More intensive work being done to the BAI side of things in attempt to imitate how historical battles were fought.
1) Work will be done to improve AI's holding of their battleline (already did progress with this due to improved AI pathfinding but will do more through other files)
2) Faction specific BAI. (better representations of how each faction fought)
3) Changes to the BAI itself, in terms of controllers/way the AI acts in battle. (will aim to put limitations on particularly stupid behaviours and make it act slightly more intelligently )
Remember to delete your map.rwm, it will regenerate a new and updated one once you start a new campaign! Note you must start a new campaign to experience the full force of a fully armed and operational skynet. I mean EBII CAI. Actually it's not quite skynet stage yet but I'm trying.
Regards.
To install the replay files
Unzip replays directly into your mtw2/mods/ebii folder.
Like so
https://i.imgur.com/KcENgrD.png
Then start up EBII and then say Load, then say Load replay. Then load it.
Note:
Credits to XAI for one part of the pathfinding, although many new values are now used.
If you originally downloaded the first pathfinding file it is recommended that you upgrade to this latest one for the latest advantages.
Note due to this being a part of EB 2.1 this is incompatible with certain submods depending on the amount of files the submod changes.
Installation instructions
1) Download and then open up the file with a program like 7zip.
2) Use said program to extract the enclosed data folder overtop of your EBII folder located in your mtw2/mods/ebII directory. Say yes to all the overwrites.
3) Important! Delete map.rwm located in your mtw2/mods/EbII/world/maps/base folder.
Pictures to make it clearer.
https://i.imgur.com/XIAX4ER.jpg
https://i.imgur.com/szmc8NE.jpg
https://i.imgur.com/tbIy82k.jpg
Updates to EB2 Pathfinding, CAI and BAI
CAI, BAI and Pathfinding are completely overhauled
Here's a battle screenshot
https://i.imgur.com/hohT9oj.jpg
Campaign screenshot @ 100 turns
https://i.imgur.com/QtUpG6X.jpg
Version 1 changes (previous release)
1) Improvement to formation values for charges, all units are affected which will make them move en-masse now
2) Different formation movement (men catching up to their unit move at a faster pace)
3) Battle/Siege AI should be subsequently affected by an increased amount of pathfinding nodes
Version 2's changes (previous release)
Pathfinding
4) Cavalry now prefer flat terrain, Infantry are not affected by this change and fight either on flat or in woods.
New file
Config_battle_ai changes
1) Flanking is prioritized/used more by the AI, especially for cavalry. Cavalry are also much less inclined to charge a phalanx and more inclined to attack opposing cavalry or flank/rear charge your battle line.
2) Attack brace range is 125 instead of 200, and added some lines so all infantry are more inclined to brace.
Version 3 (previous release)
1) CAI pathfinding improvement (done)
2) Stack merge improvement/Focus on family members as generals (done)
3) CAI overhaul part 1.
New file descr_campaign.xml
1) Age lowered to 12 for adoption/coming of age to better imitate education/loyalty in court.
2) AI based equations based on autoresolve revamped for better stacks + more decisive battles.
3) Garrison limit + revolts redone for better AI handling of public order.
Version 4 (previous release)
New file descr_campaign_ai.xml
Details of overhaul- each faction has their own specific quirks due to being code being faction specific, hopefully that's a good thing. (warning I may run into a hard-coded limit during this, so don't get your hopes too high, I may end up having to generalize the AI to a limit of culture specific ai for example)
1) Revamped autoresolve results for more decisiveness (stacks bigger before attacking, though keeping more aggressive behavior)
2) Added diplomacy + protectorate trigger systems (e.g. rome + carthage disliking each other, greeks less likely to ally with each other though more so than barbarian factions and more likely to ally with india)
3) Added many different war states from XAI. (systems in place for different types of defense)
4) More aggressive Slaves (Eleutheroi)
5) More intelligent AI behaviour, for example forced invasion. Stacks don't stand around, if they are stronger (e.g. 23 previously passive stacks) they will come after you en masse and angry.
(Finished)
More intensive work being done to the BAI side of things in attempt to imitate how historical battles were fought.
1) Work will be done to improve AI's holding of their battleline (already did progress with this due to improved AI pathfinding but will do more through other files)
2) Faction specific BAI. (better representations of how each faction fought)
3) Changes to the BAI itself, in terms of controllers/way the AI acts in battle. (will aim to put limitations on particularly stupid behaviours and make it act slightly more intelligently )
Remember to delete your map.rwm, it will regenerate a new and updated one once you start a new campaign! Note you must start a new campaign to experience the full force of a fully armed and operational skynet. I mean EBII CAI. Actually it's not quite skynet stage yet but I'm trying.
Regards.
To install the replay files
Unzip replays directly into your mtw2/mods/ebii folder.
Like so
https://i.imgur.com/KcENgrD.png
Then start up EBII and then say Load, then say Load replay. Then load it.
Note:
Credits to XAI for one part of the pathfinding, although many new values are now used.
If you originally downloaded the first pathfinding file it is recommended that you upgrade to this latest one for the latest advantages.