Results 1 to 30 of 31

Thread: Is my perfect game of EB possible?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,365

    Default Is my perfect game of EB possible?

    I've been musing now and again about playing EB1 once more. I haven't played in literal years, my game is installed on an old shuttle PC that I'm not sure will actually boot any more (fortunately I grabbed all my files from it the last time it worked). I remember some of the good times I had playing EB (CTDs permitting), but I also remember how much the AI behaviour annoyed me, and resulted in a huge amount of "management" overhead to make it enjoyable.

    So are there any easy fixes (ie things that involve little edits to text files, rather than inventing new scripting) to my issues that don't require me to spend half of my play-time managing the AI factions?

    First and foremost, how do I slow the game down? By which I mean how do I make the AI less aggressive towards other AI factions? I don't want to see a faction vanish within 20 turns because they've been steamrollered, and I don't want all the Eleutheroi gone within 50. This took up most of my time; I'd be constantly pumping money into the Eleutheroi faction and adding troops to their garrisons in key areas to maintain their freedom. I'd also move stacks of other factions troops elsewhere (sometimes marooning them on that island on the bottom of the map) or use the save-load bug to trick them into besieging another faction's settlement rather than harass the Eleutheroi.

    Is there a more elegant way to do this? Can I script giving the Eleutheroi a lot more money? I do play with the City Mod, but this only tinkers around the edges.

    Second, is there any way to make the AI go in at least vaguely historical directions? Like making AI Rome go south first, rather than start the Gallic Wars two centuries too early? And make Hayasdan and Baktria go south to threaten the Seleukids, instead of haring off into the steppe?

    Third, is there any way to break the battle AI of it's stupid "matching" behaviour which makes it incapable of holding a line? Just once I'd like to be able to win by doing something clever, rather than my attempt to flank causing the AI to break its line and turn its formation into easily exploited chaos. As a supplemental, is there any way to stop AI generals charging into my well-prepared spearmen and acting like commanders? I've tried both Darth Mod and Sinhuets, neither work. Additionally, is it possible to delete the player formation files altogether? I do all my deployment and movement manually, and a few times I've accidentally hit something that's tried to use a default formation and messed everything up.

    Fourth, is using bi.exe worth it? I tried it once and I just got all the over-aggressive issues of before, except now the AI would attack by sea as well as land. Worse, factions I had no interaction with whatsoever would drop pathetic little stacks of 3-5 units on a regular basis causing much annoyance but no real threat.
    Last edited by QuintusSertorius; 04-10-2014 at 15:41.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  2. #2

    Default Re: Is my perfect game of EB possible?

    From my experience it helps if you give the Eleutheroi much more money per city / turn. In the region of adding about 50% (anything less than 3500/city/turn and you won't see anything happening). That way they will develop their economies a bit, replace troops, and even recruit new units. With the funds provided by the scripts, I have seen but little improvement, and then it tends to be restricted to a few cities only.

    Another problem that cannot easily be circumvented is that garrison strength depends in large part on the presence of a general. After 40-50 years the Eleutheroi generals start dying, and that makes the Eleutheroi cities a lot easier to conquer for the AI (due to autocalc giving undue weight to command stars). I don't think there is a way to make any general immortal through traits, so that shortcut won't help you (I am sure you really don't care that much for the Eleutheroi generals having unrealistic ages). So unless you modify the scripts to start recruiting new Eleutheroi generals, that will pose a huge problem to your playing style from 230 BC onwards. You could even tinker with the AI Eleutheroi generals to give them even more command stars, thus making it harder for AI to take over these cities.

    For point 2: Some people have reported some successes with editing "descr_win_conditions", but I am not sure if it actually does anything. If it does work, it would greatly reduce the amount of manual labour you would have to put in to direct factions towards targets you'd like them to go for.

    AI tends to expand north and northeast first, unless there are easier targets available. Seems the way the engine is programmed. What you could do to reduce ahistorical expansion is to add / remove units from the garrisons in the offending regions, to ensure that chances of success for ahistorical invasions are rather low. Hopefully that will encourage the AI to do what you want it to do. However, things like Romans eying Greece are much harder to even try to implement. One option would be to create a scripted Roman army to invade Greece as you'd like it (you can copy and edit the Xanthippos script for that purpose). If it is a lot stronger than whatever city is next to it, chances are it will initiate war. Sadly creating a script to trigger on the relevant conditions being met (other than turn number) is impossible. So you would be best off doing that bit manually.

    As for battle AI, I have no suggestions.

    Member thankful for this post:



  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,365

    Default Re: Is my perfect game of EB possible?

    Thanks for that, d'Arthez. I'd been giving the Eleutheroi in the region of 100k per turn via the console, but it sounds like that was far too small to have any meaningful impact. I was also adding troops to garrisons of major cities in the firing line, but they also had an annoying tendency to wander off and try to play bandit.

    I didn't even think about the generals dying off, and had no idea they weren't replaced. I wonder how intensive a piece of work it would be to edit the script to let them replace family members the same as other factions?

    I discover I have an edited descr_win_conditions, but I'm not convinced it does anything. I've played before and it was still a problem - the priority was always north. I guess abusing the save-load bug to make them besiege places will have to continue.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  4. #4

    Default Re: Is my perfect game of EB possible?

    Quote Originally Posted by d'Arthez View Post
    From my experience it helps if you give the Eleutheroi much more money per city / turn. In the region of adding about 50% (anything less than 3500/city/turn and you won't see anything happening).
    How did you do that? Which file?

  5. #5

    Default Re: Is my perfect game of EB possible?

    My memory is a bit fuzzy on the subject, but that is probably due to the fact that it was 6 years ago, when I played with it years ago in EB 1.0, or EB 1.1. I found that around the 3200 / city / turn mark the Eleutheroi do not immediately get itself in massive debt, and actually do something. Prior to EB 1.2, the Money assistance scripts were rather basic. And I am not sure if the current iterations are as generous as they should be for the Eleutheroi for your purposes.

    It should be in the EBBS-script, under the money assistance section. If my memory has not abandoned the script should be something like this for the Eleutheroi:

    Quote Originally Posted by EBBS
    monitor_event SettlementTurnStart FactionType slave
    Quote Originally Posted by EBBS
    and not FactionIsLocal
    console_command add_money slave, 3200
    end_monitor
    (For some reason the quoting function does not work as intended.)


    This check runs for every Eleutheroi controlled city. So at the beginning of the game that amounts to about 400 000 Mnai. And that income will reduce as Eleutheroi cities get conquered. You can combine this with a treasury emptying script before then, so that the AI does not hoard money, nor has too little income to actually do something.

    One thread that discusses the issue of money scripts in earlier versions can be found here:
    http://www.twcenter.net/forums/showt...out-on-the-AI)

    But please don't take my word for gospel. I would suggest to Quintus that he runs a few tests (Casse auto-end turn), to see if the AI is doing things "right" (and that the Eleutheroi don't go through the roof or the floor in the factional financial rankings). Striking a balance will be a rather delicate affair. But it does seem doubtful that the AI will spend the Eleutheroi money in the most optimal manner. It could be "first come, first serve", and thus you may find Pergamon neglected while Ubar gets fully built up.

    Lack of replacements for dead generals is one of the most important reasons for the collapse of the "Eleutheroi Empire" from 230 BC onwards (that and the fact that they often cannot replenish their troops due to inadequate funds). As for recruiting AI general to replace the fallen governors, I have not tried that myself to be honest. It should be possible, but I have never tried to create a script for this purpose (and it is probably not easy to create one). The alternative would be to seriously nerf the AI's Command Stars.
    Last edited by d'Arthez; 04-11-2014 at 01:23.

  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,365

    Default Re: Is my perfect game of EB possible?

    I've just started another Epeiros-as-Pergamon game (so ironically Pergamon is no longer Eleutheroi). I've been gifting something in the region of 800k a turn via console and they do seem to be much more active than I remember - there are even pirates! Though at best it's just slowing the other AI factions, the Romans are still determined to go north rather than south and into Sicily. I did think about financially penalising the Romans, but I remember that to be a very tricky balance that ends up over-compensating in both directions, since if the AI gets too poor it goes completely inactive.

    I stole Krete which has stabilised my financial situation, but otherwise I'm playing a game of assassins and spies in my neighbourhood, rather than conquest.

    Is there any way to trigger unrest with the console, besides adding population?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  7. #7

    Default Re: Is my perfect game of EB possible?

    I think 800k / turn will prove to be overkill, since the AI will have enough money to build up most settlements. Thus you might find Eleutheroi cities much more tech-advanced than what is really historical. Which can be a bit of a problem once someone conquers a few of those cities. On the plus side, you should see them recruiting troops now as well, and that should definitely slow down AI expansion.

    For new campaigns it is possible to alter natural unrest in a settlement, but that does not work with ongoing campaigns. In ongoing campaigns you can use spies and adding population. I would probably go with the spy option - it rules out the option of building up governor's palaces, and other high-tech buildings. Just don't forget to compensate yourself for maintaining these spies.

    An option that may work for you to reduce unwanted migrations is to create non-moving full-stacks of elites at the chokepoints you don't want them to cross (give them a general + give the general a trait to make movement points close to zero). I have not tried this myself, and it will leave you with a nasty problem of getting rid of these stacks once they have served their purpose. What may also help is to move the offending stacks to their historical targets (Sicily for the Romans for instance), and then reload the game. If you don't reload, the stack will probably still retain its original destination. Reloading seems to undo all the plans AI has made on the strategic map, and thus new plans will have to be formed. (This is also a reason that the strategic AI can be so poor in load-heavy campaigns).

  8. #8

    Default Re: Is my perfect game of EB possible?

    Quote Originally Posted by d'Arthez View Post
    The alternative would be to seriously nerf the AI's Command Stars.
    This sounds like a great idea! How would I do that?

    I've always wanted EB battles where I don't have to wipe out 3/4 of the enemy army or kill the enemy general before the whole army routs. Brilliant flanking moves are less exciting for me when the enemy fight almost to the death like the Theban Sacred Band at the Battle of Chaeronea.
    Last edited by Titus Marcellus Scato; 04-11-2014 at 19:53.

  9. #9

    Default Re: Is my perfect game of EB possible?

    Those traits are probably hidden in export_descr_character_traits. Sadly changes to that file are probably not save game compatible.

  10. #10

    Default Re: Is my perfect game of EB possible?

    Quote Originally Posted by QuintusSertorius View Post
    First and foremost, how do I slow the game down? By which I mean how do I make the AI less aggressive towards other AI factions? I don't want to see a faction vanish within 20 turns because they've been steamrollered, and I don't want all the Eleutheroi gone within 50. This took up most of my time; I'd be constantly pumping money into the Eleutheroi faction and adding troops to their garrisons in key areas to maintain their freedom. I'd also move stacks of other factions troops elsewhere (sometimes marooning them on that island on the bottom of the map) or use the save-load bug to trick them into besieging another faction's settlement rather than harass the Eleutheroi.
    I've actually been thinking about trying the Easy campaign difficulty, which I've never done before. Maybe that will make the AI less aggressive generally, and if it gives me bonus income, I can spend it on having large garrisons on my borders, which normally I can't afford as I'm a big spender on town building.

    I play on BI, but only to avoid CTDs. The little naval invasions can become annoying if you're not at war with the invader, because they are ahistorical.

    But basically, I've become resigned to only playing the first 50 years of a campaign, and giving up after that when the differences between EB and real history become too great.

    Also, you might find this blog interesting:
    http://www.matchstickeyes.com/2013/1...-good-4x-game/
    Last edited by Titus Marcellus Scato; 04-10-2014 at 19:52.

    Member thankful for this post:



  11. #11

    Default Re: Is my perfect game of EB possible?

    I've just started a Sweboz campaign, on Easy campaign difficulty. I have the EBBS money script modded to give most factions only one-third of the EB bonus funds they get per settlement by default. Exceptions are the Seleucids, who only get on-sixth of their normal bonus, the Ptolemies who only get one-tenth of their normal bonus, and lastly the Eleutheroi who get one-third more than normal.

    The idea is to make a really slow-paced game, and hopefully with the Seleucids and Ptolemies having a difficult time.l Everything looks normal so far, but I'm only on 270 BC.

    Quote Originally Posted by Titus Marcellus Scato View Post
    I've actually been thinking about trying the Easy campaign difficulty, which I've never done before. Maybe that will make the AI less aggressive generally, and if it gives me bonus income, I can spend it on having large garrisons on my borders, which normally I can't afford as I'm a big spender on town building.

    I play on BI, but only to avoid CTDs. The little naval invasions can become annoying if you're not at war with the invader, because they are ahistorical.

    Member thankful for this post:



  12. #12
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,365

    Default Re: Is my perfect game of EB possible?

    I'll be interested to hear how it goes.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  13. #13
    One of the Undutchables Member The Stranger's Avatar
    Join Date
    Dec 2004
    Location
    Nowhere...
    Posts
    11,757

    Default Re: Is my perfect game of EB possible?

    is there any notable difference between using EB on BI or on vanilla 1.5?

    We do not sow.

  14. #14
    EBII Hod Carrier Member QuintusSertorius's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    23,365

    Default Re: Is my perfect game of EB possible?

    Quote Originally Posted by The Stranger View Post
    is there any notable difference between using EB on BI or on vanilla 1.5?
    Yes, with BI.exe you get naval invasions.

    However, those naval invasions are as useless and irritating as the land invasions you often get from factions who share a border with you (usually a stack comprising 2-5 units, delivered every few turns, which is annoying but in no way threatening). Only now it's anyone else sharing the same body of water as you. I played one game with BI.exe and never did it again.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO