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  1. Replies
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    Re: Wah, 20 minutes to unpack/update.

    2 min to go. I am excited to get my hands on this game!
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    Re: Wah, 20 minutes to unpack/update.

    Unpacking right now. 5 min to go ;-)
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    Re: Ultimate AI - Feedback and Discussion *UPDATE 1.5*

    You need to apply the UAI 1.5 bugfix from the second download here.

    http://www.twcenter.net/forums/showthread.php?t=97021
  4. Thread: Summer Break

    by GrandViZ
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    Re: Summer Break

    Thank you all very much! I am looking forward to 2 weeks without digital entertainment.
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    Re: AI / Diplomacy modding

    I made it hard for the human player to exploit AI peace offers. If you lower the price too much, you can get anything you want from the AI. That is the other side of the medal, it is up to you, what...
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    Re: Ultimate AI - Feedback and Discussion *UPDATE 1.5*

    Miko, I plan to make changes on the alliance system for the next release, so the problem you are experiencing will be less severe on the overall campaign dynamics.
  7. Thread: Summer Break

    by GrandViZ
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    Re: Summer Break

    Well, I share your fate. My office has also no AC. I'm leaving on Thursday to Sardinia - camping.

    Take care, see you in 2 weeks.
  8. Thread: Summer Break

    by GrandViZ
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    Summer Break

    Hi all,

    I just wanted to inform you, that there will be a bigger delay for the release of the next version of Ultimate AI. I am going on vacation for about 3 weeks, and will be absent from TWC in...
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    Re: Guide to combining other mods with UAI?

    This is more like a mod template with the custom RPM map. But it would require a lot of work, to transfer the UAI campaign into this setting.

    I'm sorry, but it is no easy task.
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    Re: How to raise the value of settlements?

    Yes this can be changed. :smile:
    Open the file descr_diplomacy.xml, and look for the entry

    <item name="demand_cede_region">

    The higher the cost modifier, the more you should have to pay.
    ...
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    Re: AI / Diplomacy modding

    That is the reason, why want_peace options should not be used with invasion commands! Only with defend commands.

    @notger
    It would be so wonderful, if this engine had such an option for campaign...
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    Sticky: Re: Ultimate Battle AI 1.1 *UPDATE*

    This is a vanilla bug, and I haven't found a possibility to fix it yet.
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    Re: AI / Diplomacy modding

    You have to use it only with defense options, and very important, use it together with the continue=true option! So they will offer peace and defend properly.

    Regards
    GrandViZ
  14. Re: UAI 1.5 with SS *and* CNP 3.0 (files attached)

    Due to my own testing, it works perfectly. The Templars get the AI profile "catholic", which is set in the descr_strat.txt. The AI strategies are not faction, but religion specific, so there are no...
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    Re: couple of questions

    If you have uninstalled 1.3 and then installed 1.5, everything should be right.

    I recommend to play VH/VH, as this is the difficulty setting I use to test all my changes.

    You should also...
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    Re: Ultimate AI Mod - Version 1.6 *PREVIEW*

    Yes, it will be 1t1y.

    If you find it necessary, you might want to adapt the build times in the EDB.

    I don't see a reason to change the ancillary files.
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    Re: Lusted batle AI

    I was referring to my own UBAI, and cavalry is deployed on the flanks - IMO the way it should be, so they can outflank the enemy easily.
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    Re: Lusted batle AI

    Well, actually changes to the battle AI are independent from changes to the EDU.txt. You can always use the

    descr_formations_ai.txt
    descr_pathfinding
    battle_config.xml
    config_ai_battle.xml
    ...
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    Re: AI / Diplomacy modding

    There is no sense in changing the first value, as -1.0 is the minimum and +1.0 the maximum value for faction relations.

    If you want to increase the change, then you have to decrease the second...
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    Re: Ultimate AI Mod - Version 1.6 *PREVIEW*

    You can change this easily on your own in the descr_strat.txt.
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    Re: Ulitmate AI? You sure?

    @dm04

    I appreciate your feedback. It is differentiated and takes into account the things that work fine, and those that doesn't. I will look into the issue, but it might be also a flaw in the...
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    Re: Ulitmate AI? You sure?

    I don't know, if your question is meant seriously or not, but if you don't see any differences, than you have either installed it wrong or you are not honest with your feedback.
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    Re: AI / Diplomacy modding

    Well, my description above described precisely the effect of the last line of code. The others are part of the trigger condition.
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    Re: Installation Questions

    The Ultimate Battle AI (it must be installed separately additional to the UAI 1.5) uses slightly increased morale values.

    http://www.twcenter.net/forums/showthread.php?t=104932
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    Re: AI / Diplomacy modding

    No, -1.0 is the target value for the normalisation. Faction relations range between -1.0 and +1.0.

    Let R (e.g. 0.5), be the current relation value between the faction and the target faction, N...
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    Re: AI / Diplomacy modding

    The second will decrease the relations with the target's allies as well. The higher divisor (40) indicates, that it will take more time than it does for the target faction.
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    Re: Ultimate AI - Feedback and Discussion *UPDATE 1.5*

    There is a little chance that allies, even with perfect relation to you, will backstab. Your bad reputation increases this chance, but it is not the only factor considered. Military balance,...
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    Re: Ultimate AI Mod - Version 1.6 *PREVIEW*

    Sorry, but introducing new features to diplomacy is not possible.
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    Re: Alliances Between Orthodox and Catholics?

    There are some conditions in descr_campaign_ai_db.xml in UAI 1.5, that prohibit alliances between different religions. Changes are planned for next release.
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    Sticky: Re: Ultimate Battle AI 1.1 *UPDATE*

    If I find one, I will tell you. :laughter:
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    Re: Ultimate AI Mod - Version 1.6 *PREVIEW*

    Well, it is done when it's done. I have very little spare time atm, to work on this thing.
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    Re: AI / Diplomacy modding

    Yes. But there are other factors, that interfere as well.
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    Re: Ultimate AI Mod - Version 1.6 *PREVIEW*

    Please do not post the same question in different threads!

    The answer is, there is no such simple trigger. A faction will expand, when it has the means to do it.
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    Sticky: Re: Ultimate Battle AI 1.1 *UPDATE*

    Good question. The reasoning is the mass and velocity of the projectile.
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    Re: Ultimate AI Mod - Version 1.6 *PREVIEW*

    Relax, I have completely redone the requirements and lowered them for most units. It is not historical, but more fun with a 1tpy campaign.
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    Re: Ultimate AI - Feedback and Discussion *UPDATE 1.5*

    This has been reported before, hmm. Can you try the following. In the ultimateAI/data/text folder, you'll find a file named historic_events.txt. Copy this file into the ultimateAI/data folder and...
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    Sticky: Re: Ultimate Battle AI 1.1 *UPDATE*

    To make the AI field better armies, you will have to edit every unit recruitment entry for each building, which is a very time consuming effort! In general you'll need to decrease the unit cap and...
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    Sticky: Re: Ultimate Battle AI 1.1 *UPDATE*

    If you mean the current EDB.txt of UAI 1.5, then you are not alone. I also dislike some of the original Realistic Building Tree decisions, but I used them, as I simply had not the time, to do...
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    Sticky: Re: Ultimate Battle AI 1.1 *UPDATE*

    I'll investigate the max. angles for siege equipment, and see if I can fix the above mentioned problem.

    The amount of siege equipment is related to recruitment pools and refresh rates, determined...
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    Sticky: Re: Ultimate Battle AI 1.1 *UPDATE*

    Well, you field a more than 2 times bigger army than the AI and complain, that you win easily on a defensive position. There is no way, that the AI will give you a decent fight under these...
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