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AI Balancing Mini-Mod
Redmeth/Mlp071 AI co-op balancing mod
This mod is an effort to achieve balance between challenge and playability. After i completed my first money script , it became apparent to me that money and amounts of mercenaries is very co-related.
Mod has several parts to it, as follows:
- Money script(s) that allows AI to grow in different pace
- reworked merc file that prevents AI from buying stacks of mercenaries in 1 province turn after turn, endlessly.
- brilliant Eleutheroi script provided by Bovi, which will challenge player and develop Eleutheroi faction in balanced manner.Great work on this Bovi! :2thumbsup:
In addition, we have to mention great advices provided by The Errant, that helped allot.
Player has choice of 3 separate modes, that can satisfy their play:
1.) ROLEPLAYING MODE, which will give player slower pace of AI development, so they can truly enjoy their time lenghty RP and empire building.You want to enjoy your family members building their personalities
http://rapidshare.com/files/45282673/RP_modeV1.1.rar (1.1)
2.) BALANCED MOD, highly recommended to start with. It will provide AI with good growth and development. AI will develop economy and armies at same time and will cause challenge to player.Also AI will expand campaign in very nice pace.
Also recommended to play smaller factions with(ex. Saba, Saka, Sauromatae..)
This is recommended mod to start with , and then if you find this to challenging or to easy , you can try other two mods.
http://rapidshare.com/files/45282684/Balancedv1.1.rar (1.1)
3.)CHALLENGE MOD, name basically explains it all.Do expect that AI will field elite armies by 260-255BC, and be very aggressive. All that without "infinite" stacks , though.
If you find balanced mode to easy for you try this one. For ultimate challenge, try smaller factions like Saba.
http://rapidshare.com/files/45282706/Challenge1.1.rar (1.1)
If you require more explanations feel free to ask the questions but you can check the code for yourselves if you want to see how exactly it works.And we will work on improving this mod as and if there is a need for it.
Also feel free to PM either me or mlp071 if you require more explanations in addition to posting on the forums.
Installation instructions:
Unrar the file and paste the 2 files as instructed below: EBBS_SCRIPT.txt goes in: .
..\EB\Data\scripts\show_me
Example: C:\Program Files\Activision\Rome - Total War\EB\Data\scripts\show_me
Put descr_mercenaries.txt in the folder corresponding to the way you play (with BI or without):
If you play with BI (using Oleo's changes too play):
...\EB\Data\world\maps\campaign\barbarian_invasion
Example: C:\Program Files\Activision\Rome - Total War\EB\Data\world\maps\campaign\barbarian_invasion
If you play with RTW without BI:
...\EB\Data\world\maps\campaign\imperial_campaign
Example: C:\Program Files\Activision\Rome - Total War\EB\Data\world\maps\campaign\imperial_campaign
If you want to be sure and have both you can put it in both folders.
IMPORTANT
This is savegame compatible, of course backups are suggested.
The changes in the EBBS will apply as soon as you use it.
But the merc changes will only apply when you start a new campaign.
This can make your game even harder as in some cases the AI receives even more money (there are some caps in place but still in the case of smaller factions the AI receives more money), so without the merc file your experience won't be as intended.
So the best way to experience the intended balance would be to start a new campaign.
Also, if you have the time, please give us feedback and tell us what you think. It's the best way for us to know what to focus on balance-wise when the next release comes if it is not already balanced by the team. But as it says above the most useful feedback can only come from people who started a new campaign. Thank you for trying this.
UPDATE
This update is only for the merc file, mlp071 was kind enough to reupload the both files but you really only need to download the merc file at the end of the page.
Updated 27/07 or 07/27 to version 1.1 for more info check bellow
Update for original version
We reworked mercenary file to add more variety of units available.If you downloaded version 1.1 you do not need this file.
It's a just update for first version and it doesn't change gameplay other then adding more variety of mercenaries available per province.
http://rapidshare.com/files/45283862...ERCENARIES.TXT
This file is savegame compatible, and you can install this as mentioned in installation instructions bellow
Also it is important to delete map.rwm, before plaing with this file.
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Re: AI Balancing Mini-Mod
Excellent work! Thanks so much! But is it savegame compatible, I wonder:book: ?
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Re: AI Balancing Mini-Mod
You can install the 2 files and they are savegame compatible. Of course back-ups are suggested.
The changes in the EBBS will apply as soon as you use it. But the merc changes will only apply when you start a new campaign.
So the way to experience the best balance would be to start a new campaign.
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Re: AI Balancing Mini-Mod
I just downloaded and played my current game and of course I had to fight 3 battles against stacks of AS and on the third battle I had a
CTD. This CTD during a battle has not happened in a long time, probably since .74. Just wondering if this minimod might have something to do with it. Maybe I should just start a new campaign. I am still playing .81 with out the newest .81a could that be the reason?
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Re: AI Balancing Mini-Mod
CTD's during battles normally have nothing to do with EB, or at least surely nothing to do with the 2 files in this mini-mod. The EBBS is based off the last version, but I don't think any CTD causing changes would affect you.
You should upgrade as I think 0.82 is savegame compatible.
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Re: AI Balancing Mini-Mod
a other question, is this Mod compatible with the Colonial and Cultural assimilation Mod?
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Re: AI Balancing Mini-Mod
How do you open a .rar file? Because I don't have anything that does, apparently...
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Re: AI Balancing Mini-Mod
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.
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Re: AI Balancing Mini-Mod
@Schatten I guess because as far as I can tell that mod doesn't modify the EBBS or the merc file
@Dyabetes google for 7zip or Winrar (7zip is free)
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Re: AI Balancing Mini-Mod
I thought I had WinRAR http://209.85.62.26/5982/21/emo/emot-psyduck.gif
Ah well, I just got a trial of something that does, so nevermind.
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Re: AI Balancing Mini-Mod
Alrighty, now to try it out. This game just keeps improving http://209.85.62.26/5982/21/emo/emot-awesome.gif
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by fatsweets
I just downloaded and played my current game and of course I had to fight 3 battles against stacks of AS and on the third battle I had a
CTD. This CTD during a battle has not happened in a long time, probably since .74. Just wondering if this minimod might have something to do with it. Maybe I should just start a new campaign. I am still playing .81 with out the newest .81a could that be the reason?
I have to add that all stacks which AI recruited prior to installing this mod are still going to be in your game. Since you are continuing campaing could take awhile for you to see the results of changes...
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Re: AI Balancing Mini-Mod
Also, if you have the time, please give us feedback and tell us what you think. It's the best way for us to know what to focus on balance-wise when the next release comes if it is not already balanced by the team.
But as it says in the first post the most useful feedback can only come from people who started a new campaign. Thank you for trying this.
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Re: AI Balancing Mini-Mod
Second version released, see first post for details.
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Re: AI Balancing Mini-Mod
Hi.
I believe that you must use the command
Code:
console_command add_population Rome 12
instead of
Code:
console_command add_population Roma 12
AFAIK, you can only use the settlement's map name in the condition "SettlementName" (ex: SettlementName Roma)
Also, the game the command add_money must be within -40000 and 40000. So, you have to use:
Code:
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 350000
console_command add_money seleucid, -40000
console_command add_money seleucid, -40000
console_command add_money seleucid, -20000
instead of:
Code:
monitor_event FactionTurnStart FactionType seleucid
and not FactionIsLocal
and Treasury > 350000
console_command add_money seleucid, -100000
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Re: AI Balancing Mini-Mod
Yeah, that is correct JRMC. But game was still deducting correct amounts despite higher money, then 40000.If it wasn't factions would be way over their caps , due to money we are giving them.
That leads me to believe , that maybe +/- 40000 is limit for console window.
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Re: AI Balancing Mini-Mod
@JMRC The population part was left untouched, it is like this in the EBBS. And I remember a thread about this Rome/Roma thing and some EB scripters said it was ok the way it was in the file.
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Re: AI Balancing Mini-Mod
i will definately use this mod in my new campaigns, sounds great! I would use it straight away but like redmeth said, i want to feel the full effect of the mod, great work lads!
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Re: AI Balancing Mini-Mod
Quote:
You should upgrade as I think 0.82 is savegame compatible.
Not entirely true. 0.81 is incompatible with 0.81a, I think it's due to changes on a general unit. 0.81a is compatible with 0.82. I still recommend upgrading though...
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Re: AI Balancing Mini-Mod
Have I been asleep? How the Hell did I miss this release?! Great work guys! EB keeps improving by leaps. Both by the team and the great work of fans. :2thumbsup:
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by Redmeth
@Schatten I guess because as far as I can tell that mod doesn't modify the EBBS or the merc file
Yes, should be compatible (atleast it is as far as I have used it)
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by bovi
Not entirely true. 0.81 is incompatible with 0.81a, I think it's due to changes on a general unit. 0.81a is compatible with 0.82. I still recommend upgrading though...
sorry to hijack the thread but...
Have I missed something? 0.82? where?
mega
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Re: AI Balancing Mini-Mod
0.82 = 0.81a V2. It's simpler to write 0.82, and the current version numbering was quite a mixup anyway, guaranteed to cause confusion. The next one could be 0.81a V2 U4 B3.2 gamma... final.
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by mlp071
That leads me to believe , that maybe +/- 40000 is limit for console window.
Yes, that’s true – the console window’s limit IS 40.000 denari/mnai/whatever currency is used.
If you open console window during strategic map review (with “~” key) you can also add money to your faction, but only up to 40.000 at any one time.
The same applies to adding population to settlements – the console command window accept max 4.000 people added to anywhere at any one time.
Thus in order to add let’s say 10.000 people you have to write twice “add_population <Rome> 4000” and once “add_population <Rome> 2000”.
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Re: AI Balancing Mini-Mod
I was thinking of making some changes to section 4a of the money script.
What do you think about how the initially stronger factions do when they are reduced to about 2 provinces to they seem too hard to finish off(especially by the AI) or does the help come too late?
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Re: AI Balancing Mini-Mod
I've just encountered a problem that can't be comming from anywhere but the money script, as Makedonia I have just taken most of Greece, and for the last few turns I was thinking that I was getting a bit more money than I should be, but last turn it came to something of a head, adding up my cities I should be making something in the nature of 2-3000, but instead I found 145000 more in my treasury at the begining of my next turn, also, interestingly, it didn't all come at once, some came during the AI turn, as if I was getting all the money that should be given to the AI, anyone else seen anything like this?
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Re: AI Balancing Mini-Mod
Quote:
Originally Posted by Pharnakes
I've just encountered a problem that can't be comming from anywhere but the money script, as Makedonia I have just taken most of Greece, and for the last few turns I was thinking that I was getting a bit more money than I should be, but last turn it came to something of a head, adding up my cities I should be making something in the nature of 2-3000, but instead I found 145000 more in my treasury at the begining of my next turn, also, interestingly, it didn't all come at once, some came during the AI turn, as if I was getting all the money that should be given to the AI, anyone else seen anything like this?
Hello, i just checked current money script in EBBS and there is nothing that gives factions any money, unless they are AI runned.I really don't know what would be causing that issue...We didn't have any reports of such issue so far.
Do you have anyone as protectorate?I had KH once as protectorate and they gave me 70000 in one turn.That was without money script.
All factions have condition in script that will not give them any money if they are human faction...and in tests and 2 campaigns that i am runing with this so far i never received any extra money. I will still run some tests just in case.
And make sure that you downloaded this link on top ,that has "-V2.rar" extension on the end. It was updated first day after we released the mod, due to some minor glitch with rebels money.:2thumbsup:
Thank you for feedback, and hopefully this helps.
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Re: AI Balancing Mini-Mod
It must be from the protecterate, I didn't know that they would give you money.:oops:
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Re: AI Balancing Mini-Mod
i can't download that file from rapidshare, is there an alternative download link. i keep getting invalid session and after a few tries it i get the following message "Your IP-address is already downloading a file. You have to wait until it is finished." and nothing is downloading. is it being hosted somewhere else ...
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Re: AI Balancing Mini-Mod