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...
Type: Posts; User: CavalryCmdr; Keyword(s):
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...
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...
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...
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...
Does anyone know who is currently the person able to give consent about this? And maybe how to contact them?
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...
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...
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...
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...
Just the 'change high DPI settings' worked for me on Win 10.
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...
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...
Oh, haha, apparently I forgot to give the faction a bodyguard unit...
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.
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.
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.
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.
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...
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...
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...
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...
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...
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...
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...
What values are you using?
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...
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...
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.
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...
@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...
I'll set up a bare bones AI for dedicated testing and run it over the weekend. Should have some preliminary results Monday.
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...
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...
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...
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,...
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...
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...
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
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...