Thx, I wanted to keep the U_AI changes up to date as it's an integral part of our ntw3 SP Campaign game. We've also had a lot of compliments from experienced players on your battle AI Commodore Wesley wrote to you recently regarding the mass formation or blob as we call it, your resply was: Hedge Knight: Something to try would be finding all the defensive formations and setting the priority to 0 except the straight line (I called it single line standard improved or something). Also make sure all units have their classes correctly set. I have read your August 2011 post on Warscape formations but I do not have time at the moment to get into the formation files & settings as I'm trying to complete the campaign patch. I need to ask a favor if possible; would you be able send me a table with the adjusted settings that you've suggested? I would be most great full for your help, as this is the one area of concern that I am not sure how to fix. Thanks for all of fine work here's my email; davn33@yahoo.com
Small changes to cdir unit qualities Build units allowed, moved some ottoman units down a level + added dhows Campaign ai personality junctions, the big ones were the RECRUITMENT_FINANCIAL_BIAS_whatever_ONLY though there were other changes I can't remember precisely. Might also have changed cdir unit balances...
Can you tell me what specific changes you made in the db files from U_AI v1.00 to v1.05. I'd like to update our SP campaign game with the newer files (improvements). Thx
Your U_AI 1.00 mod has been embedded with the NTW3 Campaign game since its release and has added a LOT to the game play. We have also been adjusting our naval stats to make them a little more historical for the 1805 time period: Spoiler Alert, click show to read: Here's the dwnld link if you'd like to check it out: http://www.mediafire.com/download.php?qitdk09boi2c0nd This is the load script for the mod mgr (build_fast allows testers to build shipyards etc. in 1 turn): Spoiler Alert, click show to read: Hope to make more improvements to the AI values so they support their allies (both human & computer) a little better.
Just noticed some minor factions were really going for the trade nodes with those values so I set them the same.
Thanks for the notice, I downloaded it and checked it out over the weekend. I noticed that you reduced the Navy_Distribution value from 5000 to 2000 for France & Britain. What effect does this have on the AI navies? I think it would be a nice add on mod to our NTW3 Campaign game for players that would like a little more Naval action.
http://www.twcenter.net/forums/showt...370617&page=13 Dealing with some naval recruitment bits and bobs really, just a heads up.
I have a unique ? that I was not sure where to post. Is there any significance to the order that the campaign AI resolves it moves (& battles) for major & minor factions when you hit the end turn button? We noticed in our NTW3 mod (with U_AI v1.00b) that as the AI resolves all of its moves, France is usually the last one.
I've been play testing our NTW3 v2 mod (U_AI v1.00b) as Prussia (difficulty normal = hard) and France is VERY aggressive. She just declared war on me and has several armies along with the help of her ally (the Bavtavian Republic). France is also giving the British a pretty hard time so I've got my hands full with your U_AI
Interesting to see similar AI behavior in the LME 3 and NTW3 v2 mods, both using your U_AI and NTW3 battle mechanics. http://www.twcenter.net/forums/showthread.php?t=533217