Quote[/b] (Kraellin @ Jan. 03 2003,14:17)]hehe, i've got ships coming out my arse
http://www.totalwar.org/forum/non-cg...icons/wink.gif i think i'm close to figuring out how to get this shipping stuff really cranking. the byzantines are now super powers because of their shipping and trade routes...quite scary.
the almo's also build a lot of ships, but get VERY protective of their home port in morocco. they'll spread out if no one is around, but if one ship moves into their home port, they'll bring almost their entire fleet back to home base to protect it. talk about paranoia.
the english and the danes are now fighting for control of the north sea and english channel, but somehow in the 2nd version of this, the danes arent building hardly any ships, so something got screwed up there.
the germans and french still seem to be shy in building ships for some reason. they do build some now, but gotta look at the stats again.
the swiss and the turks are building ships. lol. not many, but it's a start
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my spanish give varying results. they build ok, but their deployment is quite erratic. sometimes they sit and protect the home port and sometimes they use the home port to raid from and sometimes they spread out. not quite sure what's going on there yet, but at least they build.
the aragonese are the real surprise. they are now capturing provinces by having more money from their limited trade route, but they do seem to use trade routes fairly effectively.
the italians are building again, but seem bent on holding the sea zone around genoa, which always starts a war with the burgundians, so hard to tell how effective they might be otherwise.
i turned the egyptians way back at first but now have them back and building ships. they almost always end up fighting the byzantine through ship battles in the egypt sea zone. the egyptians are set to muslim devout this time, instead of muslim expansionist and it seems to make no difference in their aggressive sea action. they ALWAYS try to drive everyone out of that one sea zone.
ok, so here's my reasoning on trade and the aggressive AI. we know that the ai tends to attack when it has the advantage, at least with some of the ai behaviors. so, let's take advantage of that. we cant change it, so let's use it to our advantage. that means, get the ai building a TON of ships and let's go ahead and fight for the seas. this will keep the human on his toes and cut down the human trade routes somewhat. and that's exactly what we need. the human can all too easily run away with the game thru trade routes and money, so let's get the ai VERY aggressive in this regard.
before, i was going for trying to get the ai to be less aggressive on the seas and expanding his trade by keeping the peace and simply spreading out. well, to do that, you almost have to set all the ai factions to a very few ai behavior types, like muslim_peaceful. and that just isnt very good. oddly, so far, orthodox_stagnant is producing the best trade route routines. the byzantine in my game are now out-producing me in ships and trade. it's quite impressive. if i can just get the others to do this, i'll have a great mod, one that folks have been wanting for a while when they noticed that the ai sucks in trading.
i've modded quite a few things, including some ships costs, ship building time, ai preferences, starting locations for factions and a number of other things i'm not going to yap about quite yet (specially since they arent working right yet:).
i've totally abandoned my 10 year rule for this. if they fight on the opening move, so be it. and, i've gotten some interesting conflicts. the aragonese sending a crusade to cordoba was a shocker. the byzantines invading tunisia by sea was interesting. the danes taking over england was cool. the german naval fleet mixing it up with the danish longboats was funny. the papacy invading switzerland was quite unexpected. lol. gotta watch that old pope
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there are some observable patterns emerging in the ai behaviors. most behaviors that have 'defensive' in their name seem to do the protect-the-home-base-first routine. the spanish are catholic_defensive_crusader in my mod. other 'defensive' ai's seem to operate similarly. the muslim_devout also seems to act like a defensive behavior. the muslim_peaceful will build and spread but then come home if threatened. in the last game, there were 16 stacks of ships in the straits of gibraltar with a total of 22 ships of different factions, the almo's having spread out to begin with but then brought damn near everything back when 1 or 2 other factions stuck ships in there.
ok, and here is one of the keys to this stuff. we werent really certain how those numbers after each behavior were affecting everything. the way it seems to work is that it's a ratio of any given number to ALL the other numbers of all other things. for instance, if you raise the muslim_peaceful(20) on the ship stuff to muslim_peaceful(400), the code says ok, take ALL the other units of muslim peacful, including the land units and compare these numbers, then build based on the highest values most of the time, but not always.
we also know that the ai alters its behavior based on what's going on in the game. it even states this in the early.txt file. what we dont know is, which of these ai behaviors are switchable. can a muslim_peaceful become catholic_crusader_trader, for instance, or, does the ai simply use the poverty_stricken, desparate_defense, close_to_support_limit, and rebels behaviors as the one's that can be switched to? my recent thinking is that ALL of the behaviors may be being used to switched to. remember, just because it says 'catholic' in the file, doesnt mean the code reads this as catholic only. this is just a variable name, just a tag for reference or for starting out a faction behavior. it doesnt necessarily mean that a catholic faction cant use a muslim behavior. it's just a tag. it doesnt mean anything particularly. you could have named them behavior_a, behavior_b, behavior_c and so forth. you get what i mean here?
now, to test this, i decided to change some of the starting behaviors to include those 4 oddball behaviors, poverty, close_to, rebels, and desparate. the game wouldnt show in the campaign list. so, one or more of those 4 is different in nature than the muslim, catholic, orthodox ones. i suspect it's the rebels, since if that one is set, it wont EVER change. that is also stated in the early.txt file. more testing is needed on all that yet.
now, going back to the numbers at the end of the muslim_peaceful type references. you MUST look at the land based unit numbers. some of those numbers are quite high, 600 and over, so, even if you went from muslim_peaceful(20) to muslim_peaceful(400), you may still not be giving ship building a very high priority relative to peasants(600). you MUST look at ALL the unit values. and then, it's just a matter of balance, getting more ships, but not so much that the ai becomes terribly vulnerable to land attacks.
now, what i dont know here is if the code is taking units AND building preferences into account as one thing. do the building preferences and the unit preferences get taken together or are they separately considered when the ai is spending its money? that one i dont know yet. my earlier guess was that they were taken separately.
ed,
there are a number of things that need to be tested. if yuuki was doing all this he'd very carefully test each individual stat and setting and isolate all this stuff out systematically. i'm terrible about doing this. i tend to do 50 tweaks at once to get an overall change and then end up wondering which tweak did what, but, i get bigger changes and more diverse effects this way. i find the tweak the one stat, test ad nauseum, tweak, test, tweak, test style a bit too mundane for my tastes. i'm too impatient. if you were so inclined, testing some of this stuff one by one would be helpful, like the poverty, rebels, desparate, close_to stuff. which one of those is the one that prevents the game from showing in the campaign list when it's given to a faction as the starting behavior...stuff like that. in other words, answer some of the questions i've listed above. i'm currently bent on getting all the factions positioned on the map better and getting them all to do more shipping.
oh, and that's another thing; because we know that some ai behaviors are quite aggressive, locating and positining your starting ports for the factions is quite critical now. i'm having to re-arrange some of the province ownerships to spread out the starting ports better so that the ai can at least start to produce some ships. this is helping. the last change i did was to remove the danish from denmark. lol. sounds goofy, and is terrbily non-historic, perhaps, but i go first for game play, so, if the english end up starting in georgia, so be it
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cugel,
i think i answered all your points in the stuff above, so nothing really specific to direct at you personally here, other than keep the faith and keep on truckin
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K.