Search:

Type: Posts; User: CavalryCmdr; Keyword(s):

Page 1 of 9 1 2 3 4

Search: Search took 0.13 seconds.

  1. Replies
    4
    Views
    485

    Re: Script problem

    The lines above this error will generally contain a "warning" about not being able to do something or something about an invalid location.

    Honestly, the easiest way to deal with these things is to...
  2. Re: Questions about Changing the Bodyguard units of a Faction?

    Not sure exactly what you're asking, but I'll try. Family members will appear with the first (from the top of the EDU) "general_unit" with their faction ownership for a bodyguard. So if you put the...
  3. Re: Who to contact about using assets from this mod?

    Thank you
  4. I'm working on an AI overhaul mod. It's a...

    I'm working on an AI overhaul mod. It's a complete overhaul of the game with the singular of purpose AI performance. The goal is to put the player and AI on equal footing while still providing a...
  5. Replies
    18
    Views
    1,072

    Re: can_force_invade = false vs true

    Basically anything would be better than invade_opportunistic.

    I personally lean towards invade_none as this allows for the AI to focus more on other actual invade decisions. Also the more...
  6. Who to contact about using assets from this mod?

    Does anyone know who is currently the person able to give consent about this? And maybe how to contact them?
  7. Replies
    934
    Views
    280,132

    [Resource] Re: Creating a World - Bare Geomod

    Good points.
    From the wording I assumed there was an existing map they wanted to use, which would indicate existing desc_regions and desc_strat.

    When I made my own changes, which included...
  8. Re: Questions about Changing the Bodyguard units of a Faction?

    I don't really know, [Tutorial] Creating a World - Importing units from another mod (twcenter.net) should give you the basics. The article isn't dedicated to the modeldb, but covers it well enough...
  9. Replies
    64
    Views
    7,610

    Re: Faction specific formations is possible!!

    Ok, I've made some formations, when they work they're good, but causes CTD way too often. Is there something specific you can do to prevent this? Or is there a tutorial or something about how to...
  10. Re: Questions about Changing the Bodyguard units of a Faction?

    Change "ownership" of the unit in EDU for the Turks bodyguard to "turks, hungary"
    Make sure that unit is the first "general_unit" available to Hungary (from the top) or just remove ownership of the...
  11. Replies
    2,639
    Views
    494,608

    [Tool] Re: Geomod Tool for Mapping

    Just the 'change high DPI settings' worked for me on Win 10.
  12. Replies
    934
    Views
    280,132

    [Resource] Re: Creating a World - Bare Geomod

    Yes, you would need the new map, with all changes usually needed for a map (desc_regions, applicable text files etc.) and you'd need to re-write the descr_strat.

    There could also be problems with...
  13. Replies
    16
    Views
    5,464

    Sticky: [Tutorial] Re: Invade and Defend Decisions

    To specify, invade_opportunistic, can_force_invade=false
    The AI can do a quasi naval invasion, that is if they have another reason to go to a region (by ship) they can then attack that region even...
  14. Replies
    1
    Views
    272

    Re: New family members die

    Oh, haha, apparently I forgot to give the faction a bodyguard unit...
  15. Replies
    4
    Views
    444

    Change Generals bodyguard

    Is it possible to change a general's bodyguard in-game. Specifically, a non-family-tree faction I'd like to change a character's bodyguard unit when they become heir/ruler.
  16. Replies
    1
    Views
    272

    New family members die

    With an emerging faction, any new family member just drops dead as soon as they get on the map, MOH, Adoption, coming of age etc, doesn't matter their origins.
  17. Replies
    18
    Views
    1,072

    Re: can_force_invade = false vs true

    Brilliant workaround, that just leaves script length, but that shouldn't cause much trouble with modern machines. Definitely interested in seeing how that works out.
  18. Replies
    18
    Views
    1,072

    Re: can_force_invade = false vs true

    If you can manage to make that work it could be revolutionary, though as far as I know it's not possible to influence AI army composition that much.
  19. Re: Get the AI to utilize multi role units?

    Turns out it was easier than I expected. Just switch class from missile to light or heavy. Adding prec to the stat_pri_attr and they will engage like normal infantry after one last shot when within...
  20. Replies
    18
    Views
    1,072

    Re: can_force_invade = false vs true

    Yes, I had intended to do this as new faction leader has a pretty sizeable impact in my mod. Unfortunately, to sound a little repetitive, I'm too lazy to do that. Actually, what happens is I get...
  21. Get the AI to utilize multi role units?

    Does anyone know a way to get the AI to use multi role units effectively? Like Skirmisher or missile units that are also effective in Melee. I can use cannot_skirmish, but I don't care how good a...
  22. Replies
    18
    Views
    1,072

    Re: can_force_invade = false vs true

    I know a lot has been changed since I did most of my research (way back in v1.2 without kingdoms) but in my experience invade_opportunistic ignores all invade settings except naval invasions if...
  23. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    I've never noticed force_invade to do anything noteworthy. I wonder if it works as a more flexible prefers_naval_invasions from the sm_factions. We know naval invasions, for the most part, are forced...
  24. Replies
    9
    Views
    1,060

    Sticky: [Tutorial] Re: M2TW Hotseat Game Testing Methods

    Another useful script I use.


    monitor_event RequestTrainingAdvice
    console_command toggle_fow
    console_command toggle_perfect_spy
    end_monitor


    Toggles fog of war and perfect spy by...
  25. Replies
    85
    Views
    9,096

    Re: Campaign AI Project

    I was trying along the lines of invade priority so like 1500 or so. Maybe the numbers I used were too high and was just ignored or something. I'll have to look at it again.
    Do you know if it's...
  26. Replies
    85
    Views
    9,096

    Re: Campaign AI Project

    What values are you using?
  27. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    I'm not sure, my AI determines attack= before calculating priority completely separate, I did not notice the indecision with defense= if I did not include a priority, it just seems to use the last...
  28. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Further testing comes out still inconclusive. While it does seem to have some effect, it's hard to put a bead on exactly what.
    Honestly, unlike invade_priority, it seems to place a priority on that...
  29. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Preliminary results: Not much to say, defend_priority doesn't do anything obvious.
    I am doing further tests that look potentially interesting, but I need to test to assure it's not a fluke.
  30. Replies
    85
    Views
    9,096

    Re: Campaign AI Project

    Like I said, I have only done limited testing with this, but that certainly lines up with what findings I did get. I never did get any indication of how most_desirable was determined, though I did...
  31. Replies
    85
    Views
    9,096

    Re: Campaign AI Project

    @bitterhowl
    Did you ever follow up with pts_desire from this thread?

    Invasion_priority vs pts_desire in descr_campaign_ai_db (twcenter.net)

    I've only done minimal work with pts_desire, I...
  32. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    I'll set up a bare bones AI for dedicated testing and run it over the weekend. Should have some preliminary results Monday.
  33. Replies
    7
    Views
    4,471

    [Tutorial] Re: diplomacy_mission: how to use

    That is influenced by the descr_campaign_ai_db in universal settings




    <invade_priority_assistance_offset int="1000.0"/>



    You can adjust that number, you could also adjust the "trusted...
  34. Thread: AI vassal

    by CavalryCmdr
    Replies
    13
    Views
    3,816

    Re: AI vassal

    I've had some minimal luck with vassals defending their lord's lands. They won't attack per-say but they will attack enemy armies in their territories.
    Make "military_access" cheap in...
  35. Replies
    9
    Views
    1,060

    Sticky: [Tutorial] Re: M2TW Hotseat Game Testing Methods

    I use papal_states, it is inactive and not interacted with directly in my mod, plus it's always there, even with no settlements. I know that's not applicable to all mods.
    Any way an easy code in the...
  36. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Interesting, I think that's new. I have experimented with defend priority before, but I'm pretty sure it still only showed up as -1 in the ltgd log regardless of the settings.
    Can't be sure though,...
  37. Replies
    60
    Views
    19,243

    Sticky: [Tutorial] Re: AI Personalities

    I wrote that in like '07 with just the base M2, not even Kingdoms. At that time I was pretty much the only one doing in-depth AI that I could find. Sure, there were people doing AI mods, but none...
  38. Replies
    64
    Views
    7,610

    Re: Faction specific formations is possible!!

    Don't feel bad for just discovering this. Multiple formations have been enabled and disabled several times as the game has updated. Specifically the steam version, I know in 2016 multiple formations...
  39. Thread: Skynet AI

    by CavalryCmdr
    Replies
    249
    Views
    53,451

    Sticky: [Resource] Re: Skynet AI

    It's actually a really simple script. Here's the one I use in campaign_script





    monitor_conditions I_InBattle


    if I_BattleSpeed < 0.5
  40. Thread: Skynet AI

    by CavalryCmdr
    Replies
    249
    Views
    53,451

    Sticky: [Resource] Re: Skynet AI

    Out of curiosity, have you considered removing the player's ability to pause battles? It really makes battles much more challenging, I have it set up to set the speed to 0.5 any time the player tries...
Results 1 to 40 of 331
Page 1 of 9 1 2 3 4