Results 1 to 30 of 37

Thread: A quick question from a modding newbie...

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #5

    Default Re: A quick question from a modding newbie...

    Thanks. Ok, time to look in a slightly different angle then. I want to achieve two main goals:
    1. To get the AI to use large quantities of good units. Since 1.2 the AI has been much more aggressive and uses bigger armies (excellent), however they are almost entirely militia and warband level units.
    2. I absolutely insist on using the largest possible unit size because I am a silly, stubborn frog. At the start of the game with a bit of work I can get my cities growing well even while continuously building units. The AI often can't; it drains its cities so much they very rarely advance a level. This only exacerbates the low tech unit issue.

    1.2 has really brought a lot of new/fixed stuff to the game and improved it; I want to capitalise on this. The AI sadly it insists on using entry level units, even many turns into the game.

    So, playing with farms looks as if it will become a deal too weird. Current random thoughts:
    -If I reprice each and every unit for every culture so militia, peasant and other low level units are more expensive than their higher level counterparts the AI might use the better units. If I increase the price of early units I probably risk harming the AI instead of helping it. If I lower the costs of all later units to ridiculous levels that should help. It will give the AI more money both in the bank and coming in per turn and that should also help it out a little. I'll be swimming in cash; nothing new there. Going to be slow, time consuming and very trail and error as to what prices work for what effect with what unit and what cultures.

    -If I add entirely new pop growth bonuses instead of moving those that already exist in the game I risk creating hellish situations with unhappiness. That hurts both the AI and myself, and potentially creates a disaster scenario. Better to move something already there, but I don't want to make later buildings pointless.

    -I have seen people talking about removing lower level units when certain higher level buildings are made, for example preventing peasants from being built when a level 3 or better town centre is present. Not how I want to handle this.

    -Knocking down building times may also help; the AI will get more done in the same amount of time, and that gives it more potential. Assuming, that is, it has the resources and will to take advantage of this. I remember dropping build times really beefed up MTW's AI and gave it claws.

    NB: I have no idea how to edit any of this, very little idea of how it will work, and absolutely no modding knowledge beyond tinkering with MTW's projectile_stats.txt and whatever the building production file was called.
    Last edited by frogbeastegg; 02-12-2005 at 00:09. Reason: Repeating myself. Too tired ....
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


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