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  1. #1

    Default Re: Fixing the AI money script (preliminary tests)

    The Errant: do you mean thies : ..and treasury < - number ? ...add money ...
    and I have it for all factions.
    becausethe script load whit me:P, have 4 turns per year ... and so on.
    or the ... and treasury > number ... ad money .. - number.

  2. #2
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Ower
    The Errant: do you mean thies : ..and treasury < - number ? ...add money ...
    and I have it for all factions.
    becausethe script load whit me:P, have 4 turns per year ... and so on.
    or the ... and treasury > number ... ad money .. - number.
    monitor_event SettlementTurnStart FactionType pontus
    and not FactionIsLocal
    and Treasury < -3000

    console_command add_money pontus, 5000

    This piece of script dosen't work for me. If I add it, the script for me no longer works. Once I remove it the script starts working again. It could be an error only at my end. So if you get it working, by all means test it and post the results here.
    I can't, so I'm going to see if I can use some parts of Redmeth's script for similar results.

    "If you listen, carefully. You can hear the Gods laughing."

    Last words of Emperor Commodus. From "The Fall of the Roman Empire".

  3. #3

    Default Re: Fixing the AI money script (preliminary tests)

    well it dosen't look like buget on my end, have the 4 turns and so on, and the fact that my modifications a bit to moped up pahlavas treasury, are for me evidence that the script works.

  4. #4
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Ower
    well it dosen't look like buget on my end, have the 4 turns and so on, and the fact that my modifications a bit to moped up pahlavas treasury, are for me evidence that the script works.
    OK. Check the script. Fix whatever errors you find and post a link for download. It might be the script is resisting any active changes on my end. Although I have no idea why.

    If I'm right though, I should be able to replace my script with an outside script and it will still work the way it should.

    If this is truly the case I'm in more trouble than I thought.

    "If you listen, carefully. You can hear the Gods laughing."

    Last words of Emperor Commodus. From "The Fall of the Roman Empire".

  5. #5

    Default Re: Fixing the AI money script (preliminary tests)

    Out of curiosity. Has anyone tried bumping the rebels up alot? I was hoping there would be a way for me to stall the AI for a longer time as I want to play with historical dates and as is even these scripts have large AI expansion once the rebel Generals bite it at about 230....which is way to early for me.
    Slainte!!

  6. #6
    Member Member Dumbass's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Can you alter the script so factions do not fall into debt please. It's a big problem now, it seems nearly every faction except sellies are in debt, which will cripple future expansion. I can't keep going around giving every faction money boosts, it falls as quickly as i give it to them.

  7. #7
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    They may seem to be broke but the 10k they receive each turn from VH difficulty and the extra money keeps them well able to train troops to throw at you. The AI will never hoard money when fighting against the human controlled faction they'll recruit till they run dry.
    @Wolfshart, try my script or even better Sheep's script which gives 3500 to the rebels, I believe that to be overkill as factions will mostly just attack each other rather than the 2 stack garrisoned Eleutheroi cities.
    Last edited by Redmeth; 04-24-2007 at 20:57.

  8. #8
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    I'm quite happy with the way my latest test is progressing, but the Eleutheroi with 2900 are still too strong, the cities in central Europe and the ones in N Africa have a full-stack garrison and another stack outside that sometime roam dangerously, they build roads, mines and ports. I'm happy about the buildings and the extra garrisons but the 2 stacks are too much IMO. I'm nearing 230 in my test and I'll test this until 200 or so I'm very happy with the stepped bonuses and the 10 years of "grace" and 20 years of normal bonuses for everyone.
    I'll tweak some more small things and try the Eleutheroi with 2750 (25% of what the bonus is right now), I'll post in a few days what I hope will be my near final script for more people to test.
    I'll keep updating the post above with pics from the test run.
    What do you think so far of Eminos64's (who started it all), Sheep's, Errant's and my own efforts to balance this, and a post from someone on the EB team with their opinion would just make my day...
    Last edited by Redmeth; 04-25-2007 at 00:05.

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