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  1. #1

    Default Re: Carl's Re-balance (Discussion only ATM)

    Can you make some type of AI script that makes them recruit better units please?

    I know it would be hard to make the AI stop doing dumb things, like declaring war with a stack of two pesants then offering a truce next turn, but hopefully making it recruit good units would be do-able. And maybe a script that makes it have variety in each stack instead of all siege weapons and crossbows?

    That along with a cash script would be perfect. And easy installation like your de-bugger.

    Keep up the good work! I will deal with the crappy vanilla ai with hopes it wont be around much longer due to your work.

    Nugs

  2. #2

    Default Re: Carl's Re-balance (Discussion only ATM)

    Thing is a script does several things:
    1. It doesn't solve the real problem that the AI can't recruit the proper units without
    2: It makes the AI impossible to starve out. This can be done through rapid siege/devestation across a lot of territiories.
    3: makes it so that with one city and one faction member the AI would have an economy comparable to one that could support a 15-20 territory empire.

    I'd love to hear how Lusted has achieved more varied AI armies.

  3. #3
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carl's Re-balance (Discussion only ATM)

    @Stlaind: I havn't tried playin with a cash script, but it may actual be a good idea as the idea of the AI coming back from 1 territory down apeals. The problem with re-scripting the AI is that a lot of the stuff's hardcoded and can't be changed. Whilst it may be possibble to achive more varied armies without it, i'm not sure how far we can go with that. Lusted's input would be welcome though as i'd love to know what he's done.

    However we might have to resgin ourselves to using a cash script for the Ai if worse comes to worst.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  4. #4

    Default Re: Carl's Re-balance (Discussion only ATM)

    For some reason I remember a file that set AI type for factions in RTW.

    While I don't remember which file it was I suspect that that file is the source of the AI woes.

  5. #5

    Default Re: Carl's Re-balance (Discussion only ATM)

    the Re-Balance version will include my own, (along with Stirlands ), re-envisioned version of the game and will thus include a lot of stuff
    A little suggestion:

    Read this thread: (about the Knights)

    http://www.twcenter.net/forums/showthread.php?t=80565

  6. #6

    Default Re: Carl's Re-balance (Discussion only ATM)

    Little hint: referencing a thread which has pretty much nothing but Lusted saying some's ideas are un-implementable doesn't help anything, especially if you've not added anything into this thread yet.

    Not trying to be snarky, just wondering what your objective was.

  7. #7
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carl's Re-balance (Discussion only ATM)

    I'd like to also add that 90% of the stuff their is impossibile to put in game. Let me also add that the spears as present in V1.11 of my bug fixer remove much of the superman knights issues and make massed knights less of an issue overall, in no small part due to the Sheild fix, but the Skeleton Componsation factor also cghanges things somewhat.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  8. #8
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Carl's Re-balance (Discussion only ATM)

    I'd love to hear how Lusted has achieved more varied AI armies.
    Various things. I set most ai factiojn build priorities in descr_strat to smith from napoleon for whatever it is. I did not change this for Russia, Byzantium, Turks, Mongls, Timurids or Aztecs. I set Poland and Hungary to Henry.

    I then edited recruitment pools and replenishment rates so the elite units had smaller pools and took longer to replenish, but less elite units als had slightly reduced pools.

    I also removed some low level units from high level buildings.

    I then adjusted unit costs making missile and militia units more expensive as it encourages the ai to build more elite units as they are more cost effective.

    And then you have to give the ai time. I can't stress this enough. It takes the ai time to get going, get buildup and churning out well balanced mixed armies. In the early game it will produce all militia armies, but if you give it time you will see much better armies.

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