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Thread: The Campaign

  1. #61

    Default Re: The Campaign

    Quote Originally Posted by Lusted View Post
    It is, but it would be a huge massive script that would slow the game down for not much benefit.

    And in this mod it is harder to maintain public order due to higher religious unrest, general unrest, distance to capital penalty etc.
    Thatīs good news (the theoretical possibility, and the increased difficulty for maintaining public order). I always liked the mechanics of MTW, where rebellions only occur when the province happiness is below 100%
    Life is a sequence of missed opportunities

  2. #62

    Default Re: The Campaign

    There's no way to double the line of sight for everything is there? I always get annoyed at how little you (and the AI) can see, and how your stuff is always bumping into enemy stuff whenever you move around on the campaign map, forcing you to give the move order again.

    Also the AI needs to know where all the settlements on the map are (if this is possible) so they expand fast. If they were all set as victory conditions specifically, would the AI see them from the beginning? If so, it would help a lot.


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  3. #63
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    Default Re: The Campaign

    There's no way to double the line of sight for everything is there?
    Nope.

    If they were all set as victory conditions specifically, would the AI see them from the beginning? If so, it would help a lot.
    No difference between AI and human victory conditions.
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  4. #64

    Default Re: The Campaign

    Quote Originally Posted by Lusted View Post
    No difference between AI and human victory conditions.
    Oh of course, but for me at least, if I edited it so all cities were victory conditions, would they be visible from the start of the game?


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  5. #65
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    Default Re: The Campaign

    Yes, they show up on the minimap and campaign map. Not LOS visibile, just fogged but there.
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  6. #66

    Default Re: The Campaign

    Perfect!

    I discovered that the AI often expanded very slowly and foolishly because they simply didn't know where the cities were. If I gave them map information, they attacked cities I could see (or my own cities)

    So letting them know where they are from the start will be a big help. I personally don't care at all about victory conditions, I don't play to "win" against the AI - cause its not an accomplishment.


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  7. #67
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    Default Re: The Campaign

    Well my latest AI expands much more rapidly against rebel settlements without the need for giving them map info.
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  8. #68

    Default Re: The Campaign

    It'll be things like kings with low authority being a bit useless(not bery good at invasions and not as good defense), kings with high chivalry much less likely to attack fellow catholics and ally more with factions with good global standing. Kings with high dread more likely to backstab etc. and attack fellow catholics. Kings with high piety more likely to attack nations of another religion. Things like that.
    I noticed this in alpaca's script thread.

    I don't know if you plan to do this of course, but personally I don't like the idea, because it could make AI kings progressively worse. A weak king will make his nation weaker, which makes future kings weaker, and so on. Anyway, it doesn't matter too much cause I can change what I like on my own game.


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  9. #69
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    Default Re: The Campaign

    Well it'd all be defined in the campaign_script if you wanted to remove it. It will need testing to balance, and the variation between the different AIs will not be enough to seriously hurt the AI, but enough to make some sort of difference.
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  10. #70

    Default Re: The Campaign

    IMHO, it's not worth the effort and the script space, but again, that's my opinion.

    I am looking forward to the AI improvements in LTC 4.0!


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  11. #71
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    Default Re: The Campaign

    Well i think it will be a nice touch. I'm going to be adding in events to notify all factions whenever a faction gets a new faction leader, and having the AI actions more influenced by who their leader is will be nice as well as it will make each leader feel a bit more individual.
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  12. #72

    Default Re: The Campaign

    It could be good, I'll wait and see. I played another mod though that had events for things like new kings, and eventually it just doesn't matter, they are just another thing to click through to get to my turn. Remember MTW1 (you had to click through 5-20 things that popped up, every turn).


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  13. #73
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    Default Re: The Campaign

    Well i'm not going overboard, but given the fact AI personalities will change with faction leader, it will be useful to know when factions get new leaders. I'm not going to be adding in any other events.
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  14. #74

    Default Re: The Campaign

    Quote Originally Posted by Lusted View Post
    Thought you guys would be interested to hear i'm going to be implementing the Teutonic faction leader/heir system and lack of family tree for the Holy Roman Empire, Venice and Milan in 4.0 given how those factions were in real life, and the Teutonic system being better than the vanilla one for them.
    Nice.

    Quote Originally Posted by Lusted View Post
    Well i think it will be a nice touch. I'm going to be adding in events to notify all factions whenever a faction gets a new faction leader, and having the AI actions more influenced by who their leader is will be nice as well as it will make each leader feel a bit more individual.
    I think that's a great addition, something I've wanted for awhile.
    Last edited by crazyj; October 31, 2007 at 03:07 PM.


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  15. #75
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    Default Re: The Campaign

    I've gone back on my decision to give Milan a Teutonic style family tree as Milan was a Duchy in history and so a Teutonic family tree is not appropriate.
    Creator of:
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