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View Full Version : A couple of modding questions



Jeff
01-22-2004, 01:55
OK please forgive me if these exact questions have been asked before or if the answers I need are staring me in the face.

1) I would like edit the AIs priorities on building provinces up and also the units they make. I am trying to mod the game to make more sense to me. Now I see many references to editing priorities but no actual "Here's how you do it". I have downloaded a couple of guides but they all seem to deal more with adding in factions, new graphics etc.

2) Is there a definitive guide on A) How the AI actually runs - scripting and what not, telling each faction to be aggressive etc. and B) If there is, is there a guide on how to make the factions more aggressive both on Land and Sea.

Again I'm sorry if I missed it somewhere. I can edit basic stuff in the Unit and Building stats and Campmap stuff such as Starting florins to make it more difficult for the Human that way. But now that my kids are both in school(I work nights and I am home alone during the day) I'd like to delve a little further into modding the game and see if I can perfect it to my liking. Thanks for any help or pointing me in the right direction.


*edit* I actually found a little bit of the info I need on AI building provinces up in the repository. Still looking for the other stuff.

the Black Prince
01-24-2004, 10:28
well in terms of the other stuff, jeff,it can be done i the startpos file, to some extend.

each faction is set an AI "type" such as catholic isolationist or catholic expantionist, the terms are fairly self explaining.

to chnge these is very simple, you simply find the right section in early.txt and edit the last part i.e. the expansionist part

you can't set a faction up to be muslim defensive if its a catholic faction, the game hates this


SetBehaviour:: FN_ALMOHAD MUSLIM_PEACEFUL
SetBehaviour:: FN_BYZANTINE ORTHODOX_STAGNANT
SetBehaviour:: FN_DANISH CATHOLIC_NAVAL_EXPANSIONIST
SetBehaviour:: FN_EGYPTIAN MUSLIM_EXPANSIONIST

this is just over halfway down the file...
above this, in VI it gives a list of all possible AI styles, in case you don't have VI...
//CATHOLIC_EXPANSIONIST_CRUSADER
//CATHOLIC_EXPANSIONIST
//CATHOLIC_NAVAL_EXPANSIONIST
//CATHOLIC_ISOLATIONIST
//CATHOLIC_TRADER
//CATHOLIC_CRUSADER_TRADER
//CATHOLIC_DEFENSIVE_CRUSADER
//CATHOLIC_DEFENSIVE
//ORTHODOX_EXPANSIONIST
//ORTHODOX_STAGNANT
//ORTHODOX_DEFENSIVE
//MUSLIM_EXPANSIONIST
//MUSLIM_PEACEFUL
//MUSLIM_DEVOUT
//POVERTY_STRICKEN
//DESPERATE_DEFENCE
//CLOSE_TO_SUPPORT_LIMIT
//POPE
//BARBARIAN_RAIDER
//REBELS

i found changing byz from orthadox stagnant to orthadox expansionist had dramatic effects on the eastern game. the byz were now rarely ever conquered by the turks and dominated most of eastern europe before the horde turns up...



on a personal note, a jeff in upstate in new york seems a familiar personage have i assisted you before? - tBP

Sir Zack de Caldicot
01-24-2004, 16:26
Yep, That answers #2 of your questions.

For number one you go into your crusade/viking unit/build prod files and you see stuff like...Ie poverty strickon (6.7) Now I now that is not the correct value and theres way more titles but changing the value for that specific unit will either force the AI to either build more of the selected unit ( or less of that unit http://www.totalwar.org/forum/non-cgi/emoticons/gc-jester.gif )

SIR ZACK DE CALDICOT http://www.totalwar.org/forum/non-cgi/emoticons/handball.gif