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  1. #1

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

    Is the -ne a aditional comand like -ai, or does it replace the -nm

  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    "-nm" is No Movies


  3. #3

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

    Quote Originally Posted by MarcusAureliusAntoninus
    "-nm" is No Movies
    Thx for the explenation

  4. #4
    EBII Council Senior Member Kull's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Some very nice work going on here - kudos for that. When the EB Team was coming up with our last faction, it was an extremely tight vote between Saka and the Lugians of Central Europe. I'm not unhappy with Saka as a human player faction, but the AI rarely knows what to do with them. The Lugians on the other hand would have been tailor made to prevent these weird Central European empires of the Romans and Sweboz (among others).

    Eminos64 - Since we can't create a new faction, perhaps we could simulate a powerful presence in the area, something tough enough to deter most of the usual invaders. Can you develop a script that adds 0-move, high powered ubergenerals to 4-5 of these provinces, once every 20 years or so? Test first for Eleutheroi ownership and if "yes", then plunk down a general. It would be interesting to see if this creates a tough Eleutheroi "buffer zone" that forces action back towards the coastlines and other historic areas of contention.
    "Numidia Delenda Est!"

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    EB annoying hornet Member bovi's Avatar
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    Default Re: Fixing the AI money script (preliminary tests)

    Quote Originally Posted by Foot
    Unfortunately you will need to transplant the EBBS (modified or not) into the campaign_script.txt, as in the -ai game you cannot start the EBBS script. I'm not entirely sure how you do this, but my guess would be to copy all the bits inbetween the start and end script lines into the campaign_script at the end of the file (before the end script line) as is. But very good for churning off test games. Be wary of ctds though. It cannot save, so you'll need to be checking on things all the while, just in case it ends unexpectedly.
    Good point... I completely forgot about enabling the script. I noticed that when I used halt_ai, if it halted on the turn of the faction I chose at game start, I could control stuff, but I don't think the advisor came up though. Anyway, when you halt the AI you can save the game.

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

    Quote Originally Posted by Foot
    Unfortunately you will need to transplant the EBBS (modified or not) into the campaign_script.txt, as in the -ai game you cannot start the EBBS script. I'm not entirely sure how you do this, but my guess would be to copy all the bits inbetween the start and end script lines into the campaign_script at the end of the file (before the end script line) as is. But very good for churning off test games. Be wary of ctds though. It cannot save, so you'll need to be checking on things all the while, just in case it ends unexpectedly.

    Foot
    At the end of the campaign script there's a terminate_script and an end_script line. Where do I paste all of the EBBS script BEFORE both or BETWEEN the terminate and the end_script lines?

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

    I made this test using my money script, mlp0701's mercenary modification and JMRC's victory conditions. This is the setup I'm using and wanted to testing out using an autoplay game controlling the Casse (I gave them ~30k every 10 years because they did not receive the bonuses) Everybody expanded very well especially the Aedui, Getai(!!) and Carthage. Sweboz, Pahlava and Sauromatae were very static which usually is not the case except for the Sauro. Using the merc mod I noticed very few stacks and while it's a good thing it's a bit worrying because I think for the human player it would be easy to overrun the AI.
    So here are the screenies, you can judge for yourselves.
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    I could not get past a repeating CTD in 160 so that's as far as it gets.

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