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  1. #1

    Default Ensuring AI Pahlava gets its due

    Since the script places Reformed Pastoralism when Pahlava conquers new territory in areas where it could normally build govparthian, which effectively cripples the AI by not allowing any factional building. So I modified the script to place govparthian instead in appropriate areas (basically any where the pahlava faction barracks can get a decent array of troops) but some more snooping reveals that apparently the barracks requires reformedpastoralism as well.
    Code:
    muster_field_C requires factions { parthia, } and building_present government and building_present_min_level minimumbuilding reformedpastoralism and building_present_min_level government govparthian
    A) Why need the reformedpatoralism since its already a prereq for govparthian?
    B) Does this mean I would need to spawn both govparthian and reformedpastoralism whenever AI Pahlava conquers a territory where such would be placed?
    C) Alternatively, would it just be easier to make a script that checks to see if the player is playing Pahlava at the start of the campaign and if not then place reformedpastoralism in all the potential conquests, thus reducing building spam and the possible CTDs that could result?
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  2. #2

    Default Re: Ensuring AI Pahlava gets its due

    Well lacking a reply I decided to insert a check into the gov placement script.
    Example:
    Code:
    if I_SettlementOwner Palmyra = parthia
    and not SettlementBuildingExists = reformedpatoralism
    
    console_command create_building Palmyra reformedpastoralism
    end_if
    This should accomplish all I want: it will check ownership of the appropriate settlement, spawn it if necessary, and should prevent building spam. Please feel free to correct me if I am wrong since I'm still new enough to modding files that I appreciate feedback to ensure I'm not FUBAR-ing things.
    I just want to ensure that the AI Pahlava is unable to truly reach its potential as its quite depressing to see their armies made primarily of phalanxes by the end of the game.
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  3. #3
    Crazy Russian Member iamphet's Avatar
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    Default Re: Ensuring AI Pahlava gets its due

    I'm not sure it makes sense to build reformed pastoralism in Palmyra since Pahlava is not able to recruit any HAs here. Settlements with pahlavahome resource should be ok for this though.



  4. #4

    Default Re: Ensuring AI Pahlava gets its due

    Well it was being used as an example, and script spawning should be independent of resources anyways, no? Plus I noticed a spelling error in my example...curse me and my tired eyes (and hooray find and replace!).
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  5. #5
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Ensuring AI Pahlava gets its due

    As I mostly play with Pahlava myself, so I have no Problem



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  6. #6
    EBII Bricklayer Member V.T. Marvin's Avatar
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    Default Re: Ensuring AI Pahlava gets its due

    Thanks for drawing my attention to this, LordCurlyton, in mycurrent campaign I expect Pahlava to become my principal enemy and I want them to give me a worthy fight. The solution I have used to redress this potential problem is somewhat in-elegant, but easier than messing with the script: I have simply deleted all other conditons, so instead
    Code:
    "muster_field_C requires factions { parthia, } and building_present government and building_present_min_level minimumbuilding reformedpastoralism and building_present_min_level government govparthian"
    it now simply states
    Code:
    "muster_field_C requires factions { parthia, }"
    The Pahlavans will now be able to build those barracks even in the un-reformed provinces, but that does not bother me too much...

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