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  1. #1
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: KOTF mod

    Thanks, TinCow, that will help a lot.

    Will you need to wait util you get Kingdoms to be able to modify the file?

    So we have better French names and lowered upkeep and increased recruitability for rgbs being worked on. The age mod sounds fine. Is the general consensus that LTC already helps the AI enough? Adding a couple (or more) thousand to the King's Purse is easy enough.
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  2. #2
    Illuminated Moderator Pogo Panic Champion, Graveyard Champion, Missle Attack Champion, Ninja Kid Champion, Pop-Up Killer Champion, Ratman Ralph Champion GeneralHankerchief's Avatar
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    Default Re: KOTF mod

    I vote we give it a trial run (maybe one Chancellowship period) without any additional funds. We'll see how well we're doing and adjust accordingly.
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  3. #3
    The Count of Bohemia Senior Member Cecil XIX's Avatar
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    Default Re: KOTF mod

    That's more or less what happened with KOTR, right? That's fine, although I for one would be thrilled if the AI was actually defeating us in a war.
    Last edited by Cecil XIX; 07-03-2009 at 08:51.

  4. #4
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: KOTF mod

    Quote Originally Posted by Zim View Post
    Thanks, TinCow, that will help a lot.

    Will you need to wait util you get Kingdoms to be able to modify the file?
    If someone gives me the files I can modify them now, but I won't have the files myself until the game arrives, nor will I be able to test it to see if it works.

    Regarding giving the AI money, it might be worth looking for a mod. SS 4.1 used a system that gave the AI money based on the number of provinces it owned. 5,000 extra is a huge amount for a single province faction, but it's not much at all for a faction with 10 provinces. SS 4.1 scaled the AI bonus, so that the AI was always receiving enough to keep its armies strong, regardless of what size it was. I was hoping that LTC included that script as well, but if it doesn't perhaps there's a way for us to add that on as well.


  5. #5
    Cthonic God of Deception Member ULC's Avatar
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    Default Re: KOTF mod

    Quote Originally Posted by TinCow View Post
    If someone gives me the files I can modify them now, but I won't have the files myself until the game arrives, nor will I be able to test it to see if it works.

    Regarding giving the AI money, it might be worth looking for a mod. SS 4.1 used a system that gave the AI money based on the number of provinces it owned. 5,000 extra is a huge amount for a single province faction, but it's not much at all for a faction with 10 provinces. SS 4.1 scaled the AI bonus, so that the AI was always receiving enough to keep its armies strong, regardless of what size it was. I was hoping that LTC included that script as well, but if it doesn't perhaps there's a way for us to add that on as well.
    Campaign Map:
    -1.5 Year per turn, and dates shown on campaign map again
    -Building construction times and cost increased so as to fit in best with 1.5 year per turn campaign.
    -Unit recruitment changed. Units now replenish slower and elite units have smaller recruitment pools. Also units no longer recruited from walls or from castle upgrade buildings.
    -AI money script added in that scales according to difficulty. Ai only gets money boosts on H and VH difficulties, and then more on VH than on H. The money boost is also subtle and helps make the ai more challenging.
    -Tweaks to Guilds which result in more varied Guilds in the campaign. There will no longer be the Thieves Guild spam the ai does in vanilla.
    -English Armoured Sergeants, Dismounted Broken Lances, Dismounted Gothic Knights and Dismounted Mongol cavalry units added into the campaign
    -AI recruits better armies. They are more balanced and have more higher tier units in them.
    -More variance in the date at which the Mongols and Timurids appear.
    -Merchants make more money.
    -Inquisitors made less powerful.
    -Increased movement distance for armies and agents.
    -More recruitment slots in castles.
    -More free upkeep slots in cities.
    -Recruitable generals(including dismounted generals for some western factions).
    -Some unused dismounted merc units added into the campaigns
    -Pirate and Rebel spawn rates reduced.
    -New population levels required for each level of settlement.
    -Distance to captial penalty increased slightly.
    -Religious Unrest increased.
    -Corruption increased.
    -Income from trade increased, and population growth from trade decreased.
    -Population growth from farms increased.

    I suggest we play on VH then

  6. #6
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: KOTF mod

    Based on that, if we play on VH I don't think we need to modify the King's Purse at all.


  7. #7
    Loitering Senior Member AussieGiant's Avatar
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    Default Re: KOTF mod

    excellent

  8. #8
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: KOTF mod

    Quote Originally Posted by TinCow View Post
    Based on that, if we play on VH I don't think we need to modify the King's Purse at all.
    I fear that would not be enough considering SS had the same system IIRc and we steamrolled it all the same.

    Perhaps giving the AI a boost of 5000 fl. (or whatever sum we deem reasonable) should be enough now that this has been brought to light.

    Antoher solution if the GM is up to it is for him to manage all (or France neighbours' factions through the hotseat commands) so as to give the AI some good starting positions/ balanced stacks.

    And why can't the GM even effectively take control of AI enemy factions once war is declared ?

    The problem being that when on the offense, battles would have to be autoresolved on our part with the risks that entails.

    Maybe limit the GM control to agents/cities/recruitment management, leaving the moves up the AI, thus mimicking the possible lack of communication between the governors and their generals in the field.

    Just a thought.

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    If we chose such a system, I may even offer Zim to be Assistant GM to help him manage the work load this would create.
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  9. #9
    Cthonic God of Deception Member ULC's Avatar
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    Default Re: KOTF mod

    Quote Originally Posted by Tristan de Castelreng View Post
    I fear that would not be enough considering SS had the same system IIRc and we steamrolled it all the same.

    Perhaps giving the AI a boost of 5000 fl. (or whatever sum we deem reasonable) should be enough now that this has been brought to light.
    LTC Gold uses a more modified and newer version of Lusted's AI - not sure if this applies.

    Quote Originally Posted by Tristan de Castelreng View Post
    solution if the GM is up to it is for him to manage all (or France neighbours' factions through the hotseat commands) so as to give the AI some good starting positions/ balanced stacks.

    And why can't the GM even effectively take control of AI enemy factions once war is declared ?

    The problem being that when on the offense, battles would have to be autoresolved on our part with the risks that entails.

    Maybe limit the GM control to agents/cities/recruitment management, leaving the moves up the AI, thus mimicking the possible lack of communication between the governors and their generals in the field.

    Just a thought.

    The ball is in Zim's camp.

    If we chose such a system, I may even offer Zim to be Assistant GM to help him manage the work load this would create.
    Due to how the game is coded, by taking control of a faction, and then giving it back, the AI resets, and then reorganizes it's priorities as if the game started.

    LTC Gold's AI is also very competent at producing balanced stacks, and usually only a lack of a training facility prevents it from producing a unit.

  10. #10
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: KOTF mod

    Quote Originally Posted by Tristan de Castelreng View Post
    I fear that would not be enough considering SS had the same system IIRc and we steamrolled it all the same.
    I actually think the expansion rate in LotR was fine. It slowed down of its own accord after a while, and there were regular defeats and deaths to the AI right through to the end of the game. The AI problems aren't erased by money alone. If triple gold chevron armies could be killed in the Cataclysm, there's really nothing that the AI can throw at us that can't be overcome. IMO, the solution to the problem is internalizing conflict, not endlessly pumping the AI.


  11. #11
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: KOTF mod

    The real first stop to expansion we witnessed was the creation of the rebel stacks in Anatolia and near Zagreb in LotR... Those gave me the creeps...

    Otherwise, expansion was quite fast throughout the game in my opinion even if it was at a higher cost than in KotR.

    I fully understand that pumping the AI full of cash is not the best of solutions but at least it provides it with the means to face us on a more equal footing.
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