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Re: AI Balancing Mini-Mod
Can someone with this mod give a description of the enemies you face with it's medium and hard version?
I read the intro that said fighting elites on hard version...but to what extent?
Is medium = full stack elites + medium units and hard = wave after wave of full stack elites?
thanks
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by Intranetusa
Can someone with this mod give a description of the enemies you face with it's medium and hard version?
I read the intro that said fighting elites on hard version...but to what extent?
Is medium = full stack elites + medium units and hard = wave after wave of full stack elites?
thanks
You will end up fighting elites on all versions , it's just matter of how fast AI will develop them. On challenge it does it fairly faster, around 265-260.The catch is that AI won't recruit stack after stack each turn, but there will be quiet time between two battles.For how long , depends from difficulty lvl of the script.
Basically, on Challenge there is much less time to replenish your army after destroying AI army.And generally, total of AI units will outnumber yours if you have same size territory or close to it.Example, AS will develop several higher recruitment centers in short time, so sacking Antiochea is not going to mess them up much.
Or i was confronted with 3 stacks(G. Kleruchoi and such) of elite Ptolie unites once heading towards my 1 stack.And Pontus at one point had 5 full stacks while having 3 provinces.That also makes AI very aggresive.
Balanced gives you more time to get to that point, so that's the difference.
Off course, blitzing AI factions early in campaign will not get anywhere near any challenge.
My suggestion , try Sauromatae, Pahlava or Saba and see how it goes.:2thumbsup:
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by mlp071
You will end up fighting elites on all versions , it's just matter of how fast AI will develop them. On challenge it does it fairly faster, around 265-260.The catch is that AI won't recruit stack after stack each turn, but there will be quiet time between two battles.For how long , depends from difficulty lvl of the script.
Basically, on Challenge there is much less time to replenish your army after destroying AI army.And generally, total of AI units will outnumber yours if you have same size territory or close to it.Example, AS will develop several higher recruitment centers in short time, so sacking Antiochea is not going to mess them up much.
Or i was confronted with 3 stacks(G. Kleruchoi and such) of elite Ptolie unites once heading towards my 1 stack.And Pontus at one point had 5 full stacks while having 3 provinces.That also makes AI very aggresive.
Balanced gives you more time to get to that point, so that's the difference.
Off course, blitzing AI factions early in campaign will not get anywhere near any challenge.
My suggestion , try Sauromatae, Pahlava or Saba and see how it goes.:2thumbsup:
Sounds great. XD
I'll just start with hard and a standard faction....I usually wipe out 90% of enemy armies whiles losing less than 10%...and I'm sick and tired of killing stack after stack of weak AI merc armies so this'll be fun. XD
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by Intranetusa
Sounds great. XD
I'll just start with hard and a standard faction....I usually wipe out 90% of enemy armies whiles losing less than 10%...and I'm sick and tired of killing stack after stack of weak AI merc armies so this'll be fun. XD
I wouldn't worry about that, AI general needs to visit at least 3-4 provinces in order to recruit 1 full stack of mercenaries, and even than he can't recruit stack every turn.In our mod,we tried for mercenaries to represent gap filling units, not backbone of faction armies :beam:
That way losing 2-3+ stacks will hurt even biggest factions, while still not getting them to collapse.
good luck and enjoy.
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Re: AI Balancing Mini-Mod
Hi guys.
I'm having trouble getting your latest version of this mod from Rapidshare. Could you make it available from another server as well?
Thanks!
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Re: AI Balancing Mini-Mod
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by JMRC
Hi guys.
I'm having trouble getting your latest version of this mod from Rapidshare. Could you make it available from another server as well?
Thanks!
Sorry for waiting, i was out of town :2thumbsup: Here is additional download link for version 1.1:
RP:
http://www.axifile.com/?2313209
Balanced:
http://www.axifile.com/?9364432
Challenge:
http://www.axifile.com/?9452527
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Re: AI Balancing Mini-Mod
What date is this update please?
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by HFox
What date is this update please?
It's just different site for downloading Versions 1.1 that you can also find on top of the post.
Most updated version is always in first post :2thumbsup:
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by mlp071
Sorry for waiting, i was out of town :2thumbsup: Here is link for Balanced version 1.1:
http://www.axifile.com/?9364432
I will try to setup other 2 versions by the end of the day :2thumbsup:
Thanks!
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Re: AI Balancing Mini-Mod
Hi,
I have some questions. Now I am playing SPQR on H/H with Balanced Mod 1.1. Now is the year 255 and I have whole Italy before Padus and whole Sicily. But I think it was a little easy for me...
But my questions are:
A)
1. Should I try to reinstal Balanced Mod 1.1. by Challenge Mod 1.1.? I would like to know if the EB will be worked well with this Challenge Mod 1.1. after rewriting filesof the Balanced Mod 1.1.
or
2. Should I rather start again new SPQR chapaing on H/H with Challenge Mod 1.1.
What is better? I hope it would be better only rewrite Ballanced Mod by Challenge Mod because I dont want do start new campain again.
or
3. Should I wait till the enemies became more stronger to make the game more challenge for me?
What shall I do to have more fun - more battles, what decision should I make? Point 1, 2 or 3, could you give me advice, pls? I hope in point 1 or 3.
B)
And my last question is if I find the Challenge Mod to hard for me after playing several years, could I only rewrite the files of Challenge Mod by Balanced mod and cotinue in the game, will be the game that again easier?
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by Pius Curus
Hi,
I have some questions. Now I am playing SPQR on H/H with Balanced Mod 1.1. Now is the year 255 and I have whole Italy before Padus and whole Sicily. But I think it was a little easy for me...
But my questions are:
A)
1. Should I try to reinstal Balanced Mod 1.1. by Challenge Mod 1.1.? I would like to know if the EB will be worked well with this Challenge Mod 1.1. after rewriting filesof the Balanced Mod 1.1.
or
2. Should I rather start again new SPQR chapaing on H/H with Challenge Mod 1.1.
What is better? I hope it would be better only rewrite Ballanced Mod by Challenge Mod because I dont want do start new campain again.
or
3. Should I wait till the enemies became more stronger to make the game more challenge for me?
What shall I do to have more fun - more battles, what decision should I make? Point 1, 2 or 3, could you give me advice, pls? I hope in point 1 or 3.
B)
And my last question is if I find the Challenge Mod to hard for me after playing several years, could I only rewrite the files of Challenge Mod by Balanced mod and cotinue in the game, will be the game that again easier?
You can switch back and forth , but don't forget to delete map.rwm file each time that you make change.
You only need to overwrite EBBS script, since mercenary file is same for both versions.
After that give AI some time so it can built up with new money.
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Re: AI Balancing Mini-Mod
What was too easy? battles? then I advise you to try fighting using the unrestricted general camera view. It does some time to adapt but it makes battles much more challenging (and realistic! loosing your general, either dead or fled, is actually desastrous because you can no longer move your camera!)
I also play SQPR on H/H using a couple of unofficial mods although I control all of Italy, Sicily and the Po valley except for Mediolanum (should be under my control soon :whip: ) but I have suffer a couple of defeats (one of 4000 troops and 2 family members while trying to assault Syracuse... :wall:) and another one facing a rebel gallic army including a little too much "Naked Fanatics... they are unbelievably strong :no:
Anyways, just my 2 cents in trying helping you having more fun playing EB :yes:
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Re: AI Balancing Mini-Mod
@mlp071
Thank you very much for your advice:)
@patriot
Uff, with the restricted general camera is the game play very hard, I know. But I like to see the battle from the above, you know. Maybe I try to play with restricted general camera again...I will see.
Wow, great defeat at Syracuse you had!!! I think you had to cry.
I have to say, that now I dont like the nudists since I have met the naked fanatics in EB for the firs time:)
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Re: AI Balancing Mini-Mod
I play with the general camera indeed but I unchecked the optiong "restricted camera" so this way you are allowed to move the camera a little bit aound your general's unit, adjust the height some too and turnit on a 360o degree view, making the battles just a little bit easier :2thumbsup:
About the 4000 killed defeat, I mostly cursed myself for my impetuosity and lack of consideration for battle deployement (and AI behavior:shame:) I loose family members or they run off the map more often now because I have the bad habit of getting stuck in fights too early in battles or get caught while trying to outflank to enemy :oops: I have to correct that :idea2:
However, one reason about some many casualties was that having the strategy of using 2 armies to besiege powerful enemy cities, such as Syracuse, well my plan was for the AI controlled army to breach the enemy's gate while I was assaulting the walls with 4 sieges towers and 2 sap points to squeeze the enemy holding the main gateway between our forces.
What happened instead was that my AI ally simply left his battery ram where it was and had all his units ran under the walls to reach my sieges towers as soon as they had reach the walls... so a lot dead and no pincer attack.
Also, my general fled the battlefield after long and bloody fights inside the city, so I was stuck at the border of the map, being unable to interfere at all and simply hoping for my troops to win the battle but to no avail :laugh4:
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Re: AI Balancing Mini-Mod
@Patriote
Wow, It was as in slaughterhouse below the Syracuse wals:) I hatte the fight in the steets!!! Who was the ally at the battle ram? Which faction?
I newer send Praetor or Consul to the battle. He is there only for commandig of the troops. I only use Tribun or Legat for leading the cavalery to the battle.
I always deploy the army very carefully, good formation is the ground. But I could say that I am sometimes a little bit rasty and underestimate the enemy force on the strategy map and send my army so deep in enemy territory. Then I am surrounded sometimes and my army is totaly devastated as Varus in Teuton Wood:)
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Re: AI Balancing Mini-Mod
@Pius Curus
Yeah... whole units were decimated as they ran towards the siege towers under fire from enemy towers and then kept on being slaughtered as they waited to enter the already fully loaded sieges towers :shame:
My allies were romans under the command of another family member. And yes, huge walls, mostly because of their height, and streets are extremely difficult for units' control when using general camera view even when the restricted option is unchecked :wall:
But at the same time, it is highly realistic because I had to "raise" my view as high as possible and then use the banners of the different units to spot them and try to coordinate them as much as possible. Problems began when I tried use a different way to charge a phalanx unit in its rear. My idea ended in disaster when my general unit was caught between a spearmen unit and this javelin-armed bodyguard that the Syracuse general had :sweatdrop:
After that, the few survivors unit my general's bodyguard fled the field and was unable to interfere in the rest of the battle.
As a good roman general, I came back latter to win the day (and the city) and I have learned a lot with this disaster :yes: I am also tempted to use the option of looking at the battlefield about engaging in my major to see if the ground would be advantageous for me or my opponent even though the loading might take some time :2thumbsup:
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Re: AI Balancing Mini-Mod
Redmeth,
The previous version of your mod utterly changed my EB experience for the better, especially with regards to the power it gave to the rebel cities. Which is why I thoroughly anticipated your latest "Challenge" version.
I'll admit I might have done something wrong, but I'm afraid this one is much less "challenging" than the previous. And the free cities have been totally nerfed. Although, perhaps that was your intention. I could easily just shut up and go back to the previous version if it weren't for the AIs improved use of elite units.
So my question is, did you purposely nerf the free cities or did I just install something improperly? Somewhat ironically, having stronger free cities actually makes other factions tougher due to the experience gained from constant fighting as well as keeping them close to the lands where the factions can recruit the best troops, contributing to overall more "compact" enemies. For example, in the latest version, Epirus simply ignored its immediate neighbors and charged straight north, steamrolling free cities and then recruiting only basic units. Next thing you know, Pyrrhus and sons are lost in the forests of Germania with endless bands of levy hoplites! In the previous version, Epirus' battles with nearby free cities, mostly in Illyria, kept it close to its homeland where it could easily replenish its premier forces and, most importantly, keep them together. This time, it was Pyrrhus and sons duking it out in Greece and Macedonia at the head of some formidable armies. I guess my overall point is that AI factions, as opposed to the player, don't necessarily benefit from expansion, especially if it isn't toward a certain faction's optimal zone. A delicate business this is, and all my respect to you.
These are all thoughts and not criticisms. Without your mod EB just ain't worth playing!
One last question...(sorry!) Given your experience with scripting, would it be possible to implement either an auto-merge for the AI (which has been done), or something similar that simply disbands units that fall below a certain number? I've seen too many impressive AI armies stymied by a few groups of 10 or 20 units that can't be merged, and which the AI doesn't exchange for better and more complete units, resulting in endless numbers of separate AI stacks scrambling around the map.
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by GracchusTheGreat
Redmeth,
I'll admit I might have done something wrong, but I'm afraid this one is much less "challenging" than the previous. And the free cities have been totally nerfed. Although, perhaps that was your intention. I could easily just shut up and go back to the previous version if it weren't for the AIs improved use of elite units.So my question is, did you purposely nerf the free cities or did I just install something improperly?
Problem is that Eleutheroi AI has different priorities then faction AI's.It tends to develop economy over quality units.So they end up fighting factions elites with levies.Challenge mode that is more obvious since factions develop faster.Some of that behavior is still being worked on. 1.0 and 1.1 Eleutheroi AI has more money then previous versions.
Quote:
Originally Posted by GracchusTheGreat
For example, in the latest version, Epirus simply ignored its immediate neighbors and charged straight north, steamrolling free cities and then recruiting only basic units. Next thing you know, Pyrrhus and sons are lost in the forests of Germania with endless bands of levy hoplites! In the previous version, Epirus' battles with nearby free cities, mostly in Illyria, kept it close to its homeland where it could easily replenish its premier forces and, most importantly, keep them together. This time, it was Pyrrhus and sons duking it out in Greece and Macedonia at the head of some formidable armies. I guess my overall point is that AI factions, as opposed to the player, don't necessarily benefit from expansion, especially if it isn't toward a certain faction's optimal zone. A delicate business this is, and all my respect to you.
Factions always attacked Eleutheroi first, as long they border with them.For that specific example,in our testings Greece was won by all 3 factions.Whoever gets kicked out of Greece(or their core provinces in general) and survives usually ends up with levies , since they only have undeveloped provinces, meaning less income.And if Getai AI decides to "sleep" that campaign, Epeiros goes north.
Even IRL if you overexpand to fast , that can comeback to bite you.AI is paying price for that in some cases.
Off course there are 2 other versions (RP and Balanced) that you can try.
Quote:
Originally Posted by GracchusTheGreat
These are all thoughts and not criticisms. Without your mod EB just ain't worth playing!
All inputs and observations are appreciated:2thumbsup:
Quote:
Originally Posted by GracchusTheGreat
One last question...(sorry!) Given your experience with scripting, would it be possible to implement either an auto-merge for the AI (which has been done), or something similar that simply disbands units that fall below a certain number? I've seen too many impressive AI armies stymied by a few groups of 10 or 20 units that can't be merged, and which the AI doesn't exchange for better and more complete units, resulting in endless numbers of separate AI stacks scrambling around the map.
That is hardcoded problem, we wish that something more can be done about AI disbanding units.AI only has tendency to merge units if its getting ready to attack player.
Hopefully this helps.
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Re: AI Balancing Mini-Mod
Hi mlp071,
as you wrote: "You can switch back and forth , but don't forget to delete map.rwi file each time that you make change."
I can find map.rwi file, where is located, pls? There are to many map*.* fiels in EB file, but now one with suffix *.rwi
Could you help me pls?
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Re: AI Balancing Mini-Mod
It's actually the 'map.rwm', and it is in the '.../Rome - Total War/EB/Data/world/maps/base/' folder.
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Re: AI Balancing Mini-Mod
Thank you, Markus:)
I thought that I is map.rwm :)
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by d'Arthez
Just download a version of Winrar. They have 30-day free trial versions. Just do a google-search for 'winrar' and you'll find it.
7-zip is completely free and will not expire after 30 days. it is what i use to open RAR files:beam:
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Re: AI Balancing Mini-Mod
I have just download the above file from axfile which gave me the balancing mini - mod, where do I cut and paste this because I can't see in the forum where it explains where??
Denbo
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by Denbo
I have just download the above file from axfile which gave me the balancing mini - mod, where do I cut and paste this because I can't see in the forum where it explains where??
Denbo
You have full explanation in first post of this topic:2thumbsup:
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Re: AI Balancing Mini-Mod
This mod did by far increase the EB experience towards the better.
I'm totally blown away of how much this mod has made my current campaign a lot more interesting then my previous ones.
Not to mention that I've seen the AI use very good and balanced armies, and I've even seen the AI use some units I've never seen them use before.
The Aedui even crushed my polybian army at one point, where I used the 3 line checkerboard formation... which normally works great even with it's simplicity :)
I just wanted to give my thanks for this wonderful little mod. :)
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Re: AI Balancing Mini-Mod
Just wanted to say thanks to Redmeth and mlp071 for this great mod.
EB is fantastic and this just makes it so much better.
In my old Epirus campaign I held Byzantion (There were others like this but this is the best) While each turn Pontos attacked with 1-2 full stacks of Mercenaries. Each turn I had to fight 2-3 major seige battles which really slowed gameplay down and sucked.
This makes it much more fun and realistic and im now taking the war to AS and Ptol as Makedonia! They have formed a triple alliance with Epirus against me and there is much carnage (admittedly I am the one dealing the carnage out!) And they are fielding elite armies, I found out the hard way that Agryasipidai Thorakitai and the Hellenikoi Kataphraktio (sp) hurt... alot.
Thanks again
Rae
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Re: AI Balancing Mini-Mod
Are you guys porting this to 1.0?
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Re: AI Balancing Mini-Mod
I pray to the mod god that they do. After over 10 years in the game, I'm seeing some of the old tendencies. A lot of cheap skirmisher heavy armies, and a whole lot of armies roaming around at that. I would love to see this ported to 1.0, please, please, please do.
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by Wonderland
I pray to the mod god that they do. After over 10 years in the game, I'm seeing some of the old tendencies. A lot of cheap skirmisher heavy armies, and a whole lot of armies roaming around at that. I would love to see this ported to 1.0, please, please, please do.
Quote:
Originally Posted by Jarardo
Are you guys porting this to 1.0?
:idea2: Yes that's a good idea Redmeth you should be part of the EB team at least you could give them some advise but ....ehm...wait ..are you...noo....really:shame: