Results 1 to 6 of 6

Thread: Tougher AI Generals:

  1. #1

    Icon14 Tougher AI Generals:

    As requested, here's a trait to make tougher AI generals:

    ;------------------------------------------
    Trait AIGeneral
    Characters family
    Hidden
    AntiTraits AIGenerala

    Level AIGeneral
    Description AIGeneral_desc
    EffectsDescription AIGeneral_effects_desc
    Threshold 1

    Effect Command 2
    Effect MovementPoints 2
    Effect LineOfSight 2
    Effect HitPoints 2
    Effect Fertility 2


    ;------------------------------------------
    Trait AIGenerala
    Characters family
    Hidden
    AntiTraits AIGeneral

    Level AIGeneral
    Description AIGenerala_desc
    EffectsDescription AIGenerala_effects_desc
    Threshold 1
    And here are the necessary triggers:

    ;------------------------------------------
    Trigger AIGeneral01
    WhenToTest CharacterTurnStart

    Condition not CharacterIsLocal
    and Trait AIGeneral < 1

    Affects AIGeneral 1 Chance 100
    Affects NightBattleCapable 1 Chance 5

    ;------------------------------------------
    Trigger AIGeneral02
    WhenToTest CharacterTurnStart

    Condition CharacterIsLocal
    and Trait AIGeneral > 0

    Affects AIGenerala 1 Chance 100
    This will activate for existing AI generals I think the turn after the 1st. If you want to them to have the trait on the 1st turn, which can be handy for their first moves, then you'll need to actually give them the trait in the descr_strat. It's advisable to give all family members in the descr_strat the fertility trait anyway, particularly if you're running 0.5 years per turn!

    Here's a link to a thread I created about this eons ago: Tough AI generals

    However, the trait I've posted in this thread is much more refined and the one I still use.

    Hope this helps.

    DrJ
    Last edited by DrJambo; January 31, 2008 at 12:23 PM.

  2. #2

    Default Re: Tougher AI Generals:

    You might want to remove 'Hidden', so you can see if the traits still working correctly. If the removing hidden doesn't do anything, then you can just count the command stars and check that your AI generals in-game do actually have two more stars than normal.

  3. #3

    Default Re: Tougher AI Generals:

    Big thanks to you Jambo, this was the last thing I needed to make the AI as good as I can possibly get it +rep

    Dave

  4. #4

    Default Re: Tougher AI Generals:

    Is this how I would add the fertility trait in for my generals? sorry to ask you this as well lol.

    character John, named character, male, heir, age 22, x 189, y 261
    traits Factionheir 1 , LoyaltyStarter 1 , NaturalMilitarySkill 1 , PoliticsSkill 2 , GoodCommander 2 , BattleDread 1 , ReligionStarter 1, Fertility 1,

    And I also added this here like your other thread suggests:

    ;------------------------------------------
    Trait Disloyal
    Characters family
    NoGoingBackLevel 3
    AntiTraits Loyal gAIGeneral




    ;------------------------------------------
    Trait Disloyal
    Characters family
    NoGoingBackLevel 3
    AntiTraits Loyal, Upright

    Level Speaks_of_Loyalty
    Description Speaks_of_Loyalty_desc
    EffectsDescription Speaks_of_Loyalty_effects_desc
    Threshold 1

    Effect Loyalty -1

    Level Mixed_Loyalties
    Description Mixed_Loyalties_desc
    EffectsDescription Mixed_Loyalties_effects_desc
    Threshold 2

    Effect Chivalry -1
    Effect Loyalty -2

    Level Disloyal
    Description Disloyal_desc
    EffectsDescription Disloyal_effects_desc
    Threshold 3

    Effect Chivalry -2
    Effect Loyalty -3

    Level Actively_Disloyal
    Description Actively_Disloyal_desc
    EffectsDescription Actively_Disloyal_effects_desc
    Threshold 4

    Effect Chivalry -3
    Effect Loyalty -4


    Ah well I'm off to play the new patch again coughs* I mean test it.. sorry Blackader I know that was a bad joke haha, not long now..

    Dave
    Last edited by Dave Scarface; January 31, 2008 at 01:11 PM.

  5. #5

    Default Re: Tougher AI Generals:

    Happy to help Dave.

    I'm not sure you actually need the Disloyal antitrait anymore with the newer version of the AIGeneral trait, but I'd test it either way just to make sure.

    Fertility is an effect of a trait, not a trait in itself. To have this for Generals in descr_strat, you need to use the actual trait and the level of the trait, for example:

    character John, named character, male, heir, age 22, x 189, y 261
    traits Factionheir 1 , LoyaltyStarter 1 , NaturalMilitarySkill 1 , PoliticsSkill 2 , GoodCommander 2 , BattleDread 1 , ReligionStarter 1, Fertile 3

    The trait is 'Fertile' and the number after it in descr_strat is the level of the trait. From the traits file, you'll notice that Fertile has 3 levels like so:

    ;------------------------------------------
    Trait Fertile
    Characters family
    NoGoingBackLevel 2
    AntiTraits Inbred, Infertile

    Level Virile
    Description Virile_desc
    EffectsDescription Virile_effects_desc
    Threshold 1

    Effect Fertility 1

    Level Fertile
    Description Fertile_desc
    EffectsDescription Fertile_effects_desc
    Threshold 2

    Effect Fertility 2

    Level Prolific
    Description Prolific_desc
    EffectsDescription Prolific_effects_desc
    Threshold 4

    Effect Fertility 3



    ;------------------------------------------
    Good luck.
    Last edited by DrJambo; January 31, 2008 at 02:48 PM.

  6. #6

    Default Re: Tougher AI Generals:

    @DrJambo,

    Just to let you know I've added Fertile 2 to every general in the descr_strat.txt. As I didn't want to over do it to much, thanks.

    Dave

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •