XAI For Pro Deo Et Rege (PDER) Ver 3.2
The complete package; XBAI and XCAI
What benefit does this mod offer?
First and foremost, it has a stellar diplomacy "matrix". Why is that a matrix, because it involves three files, and all are calibrated to work together. You have triggers in both the Campaign AI and the Faction standings files. These work for the AI and human. This primarily allows diplomacy to occur for the AI. The human has our own file, the diplomacy file. Our diplomacy the most complex system of decisions to date. I love it, because it really adds to the immersion factor of the game.
What we learned in our first revision of XAI, that many problems existed with diplomacy, resulting in super easy alliances, imbalanced rules, and bugs. We negated these barriers, and ended up with a diplomacy system, and correct global standings, that works as it should. You can now become a Saint or a Demon Spawn incarnate if you want to. The world will now see you for what you are, and take the appropriate action. The best part though, is now you can play any faction and get satisfaction from it. What you get is a complete system of diplomacy, that takes all faction actions into account. It is so in depth, that it would take a whole page to write it out. One of the best tools to use, is the lifetime faction standings, this is used for allies and enemies that are to last the duration of the campaign.
Strategic ability of the AI, is the largest area that we worked on and within the CAI because it is really the the part we all want to work the best. Unfortunately there were many issues here. These vanilla issues like defenses not working correctly, etc... What we have done is take complete advantage of how the AI reads the code. Instead of the normal..you meet this condition and now I will execute this command. The AI now takes tons of factors into account. For invasion points, as each criteria is met it adds or subtracts some points. This is the true "matrix' of the AI, letting many conditions hold true, but allow the AI to either add or subtract from that total. In order for the AI to make attack decisions! Many other political, and religious considerations are also taken into account. We cannot control what province is attacked, only influence it towards danger. Once a threshold is reached, which is now based on level of difficulty, the AI decides what kind of attack and when to attack. Sometimes this is immediate, other times it lays in waiting for you to make a mistake. On the flip side, is the defense, defenses are much simpler unfortunately, and we have matched them to the appropriate attack mode as best we can. The great news! is that now all defenses function as they should, some have been broken since day one of medieval 2.
You guys remember how the fortified defenses didn't work before in any AI, XAI has fixed forts! Units no longer get stuck in a fort. This allows this defense to now be a viable option again, and it is a very good defense. Forts can be set to permanant or to disband when occupied and both modes work. This also allows for stone forts to work properly as well.
Religion is the largest contributing factor to both strategic and diplomatic decisions made in the game. However, it is not just one-sided for the Catholics, like in vanilla. All religions have their biases toward other religions. What this gives is the flavor of religion vs. religion, the way medieval times were. All religions have many rules for how we are perceived. We used to have the Pagan religion in the faction standings, but it is now removed, to simplify the code.
There are more AI's now for versatility of integration. We have added a very aggressive and non-religious based nomadic AI. It hates everyone equally, we use it for the Mongols, but it can be used for any other bad guy. We do have a Pagan AI available, for countries like Lithuania, or if you want to use it for the Timurid's it works well too.
The open seas, have been an enormous challenge to get the AI to do what it was suppose to do. The AI does not see the ocean as it should, and does not consider distances. It was with extremely hard work and some ingenuity, that we now have the AI doing exactly what it is suppose to use naval fleets for. The high seas are now aggressive again, and the only time you will see Port Blockades, is when you are, or about to be, at war. If you have many enemies, you better be prepared financially. Now you will see the your enemies allies blockade your ports as well. You will also see, large fleets protecting the seas around the nations borders.
We added vassalage, this time around, unfortunately the game is hard coded to only have vassals or protectorates when at war, sorry guys I tried for peacetime rules. However, the AtWar rules work.
The key to the success of XAI is the re-working of the files, we have gone through the most important files affecting Campaign AI, with a fine tooth comb. We have eliminated so many issues (bugs). That other functions of the AI that are typically be broken, seem to work very well. For example, the AI spending and saving it's money, along with building proper units and buildings without the need for scripts. Don't give me wrong though the AI is still not very thrifty, and needs a little help with money from time to time.
We have really made some good headway this time around, and we know that you are going to really enjoy this CAI. Why? because we have been enjoying testing the campaign, so much more, than we did before. I will however, leave that for you to decide.
These two cores are the heart and brains of the game, and they needed major surgery to get them working properly again. We really hope you enjoy, the game the way it was meant to be played! Thank you from the XAI TEAM..
Now with that said, no mod is perfect, and other issues with balancing of units still remain.
NOW GO PLAY!!! Read the rest later!! It's just the boring change log and the disclaimer. GO!!
Change log
The XBAI (battle AI)
This is very hard to describe! You just have to play it to appreciate all the complex work we have done. This is basically a complete revamp of all the existing code values. This go around we have fixed sieges both attack and defense to be as dynamic of battles as the open field battles. Plus, we minimized units getting stuck, it still happens occasionally, but it is now a map and ladder issue. The AI is the very poor at selecting the proper targets for the proper missile weapon, therefore the XAI team added in Missile Attack Analyzer (MAA). We have allos included the melee attack analyzer to take out the toughest targets with the appropriate units. Other code we included defined conditions for difficulty levels, revamp of the morale values, additional code so the AI will flank units better, and more refinement of code to allow better AI decisions. We have redefine open battles for range of engagement. This will allow for the proper units to engage at the proper distances, while maintaining the battle group cohesion. Speaking of cohesion, unit cohesion has also been re-done. The chaos battle is gone and is now dependent upon the discipline of the actual unit (another XBAI first) type itself. Now, spears and spear walls will be tightly formed before engaging and moving. More refinement to path finding in the tradition of Darth we have made varying degrees of difficulty for various units for different terrain. Hopefully this will help the AI path finding in sieges and open battles.
I have gone through and simplified the readme, it was just too long. You're welcome!!
The XBAI (battle AI)
You remember the opening movie sequences, that you bought the game for? Well now they are a reality! The XBAI is more action packed then the Lord of the Rings Two Towers, battle of the Hornburg.
You just have to play it! to appreciate all the complex work we have done. Sieges are now just amazing, and pretty difficult. The AI will fall back to the other castle tiers, while your troops keep getting tired. The AI no longer is indecisive in it decisions, it knows what it want's, and it will take it. You have to constantly watch your rear and flanks for attacks. These are the absolutely, most engaging battles ever, seen in medieval 2.
The path finding file, such a simple little file, with so much power!! We revamped and fixed it, for a major performance boost. We also fixed the speed issue with the previous version.
These two cores are the heart and brains of the game, and they needed major surgery to get them working properly again. We really hope you enjoy the game the way it was meant to be played! Thank you, from the XAI TEAM..
Now with that said, no mod is perfect, and other issues with balancing of units still remain.
NOW GO PLAY!!! Read the rest later!! It's just the boring change log and the disclaimer. GO!!
V3.2 (open Beta, but it super close to final)
++ Fortifications work properly, even stone forts if in the mod.(pder does not have them)
++ properly working naval system.
++ added in alliances against
++ total optimization of attacks and defenses, you will see a aggressive AI
-improved the performance of the pathfinding files.
-Redeux of many many tags, to be inline with our new tagging system for consistency.
-another rework of the wonderful, skirmishing system. It's better.. We will improve it more as time goes on.
+Added in new line for missile deaths for skirmishers, if they get many missile deaths they retreat. (self-preservation)
+Added in some engagement rules for melee types to have them engage better on the line.
+Added flanking rules for skirmishers (for javelins, Modders only, see instructions at the bottom)
-cleaned up the code.
-did many tweaks to unit behavior. Too numerous to mention.
+fixed many things in Pder Units, adn increased the mass of cavalry
V3.2b
Bug fix for gate crash during AI Siege Attack
New XBAI:V3.2
++ Completely revamped the AI sieging section. You are now going to experience real attacks.
++ MeAA Melee Attack Analyzer targets the apropriate melee unit to get the job done right.
++ MAA Missile Attack Analyzer designates proper targets for the proper types of units, and projectiles
++ Fixed most path finding issues with the AI defense siege system.
++ Siege engine now appropriately attacks at each stage of a siege
+ Many optimizations to the siege code
+ Minimized the chances of units getting stuck, and facing backs to you
+ made more tweaks to the flanking analyzer, removed many melee units to help battle group line cohesion.
+ AI makes you work for every inch the human takes in a siege
+ New difficulty system for siege attacks
+ Refined many more rules by the types of units, no longer general
+ Optimized the code
+ Refined the Battle Analyzer to make it tougher in battles and campaign, on harder levels
Version 3.01
++ Revised AI unit engagement ranges, to include all unit types.
++ Changed the unit cohesion system, to be unit type specific instead of generic.
++ Human Re-enforcements under AI control, defend settlements and attack properly.
+ AI reinforcements now properly attack the Human opponents and merge correctly when needed.
- revised siege equipment values to give the troops better path finding.
- Revamp of the existing siege-code and more balancing.
+ LoD (level of Difficulty) For AI attacking/defending decisions.
+ (GBS) Global Balancing System controls accuracy, and melee hit rates by unit type (removed un-needed unit types per section)
+ Expanded the flanking code considerably (also fixed an issue)
+ High performance tuning in the path finding file. (fixed a bug too)
+ Tuned the morale system to correctly give difficulty in battles.
+ BAI uses reinforcement properly, and puts up the best fight yet.
+ Re-vamp of the settlement walls and battlements, to increase difficulty for all.
+ Proper use of artillery during siege battles, and simultaneous attack
+ proper use and defense of multiple tiers of castle walls
+ ferocious town square offense/defense
Past versions, please see the older read me.
Here at the XAI team, we believe in innovation, dedication, and making this game the best we can. We do not listen to the "nay" sayers. If we did, this game would never evolve into what we have here. We are not done yet! There are other issues that we are going to resolve. They will take more time, but we wanted to get this release to you, now!! This is because of the dwindling support, and playing of the game. Hopefully, we can bring back new life to this, potentially great game. With this major step forward, we say "Thank You" for all the support you do give us. Being the black sheep is not an easy road, but it does lead to the most satisfaction!!
TERMS AND CONDITIONS FOR USE OF THE XAI CAI OR BAI.
There are so many things that can affect the operation of these mods to work properly. We do not grantee performance in any mod other than the ones we have tested in. These mods have full integration of the XAI.
New intergration: We have to have final say and testing, if the XAI can be used or not. We will give you permission to integrate it. However if in testing, it is deemed that it is not working right, and we cannot fix the issues at hand. Then we will not let it be in the official release. This is a quality control issue. After all you wouldn't want the nice shiny Ferrari to get down the road and just stop on you.
It's is up to the modder to make the changes to the XAI that they want. I can tell you how to do it, and advise you. We have continued work to continue, and won't be done any time soon.
We also do not really grant use for sub mods, unless we know they work 100% This is based off of our experience modding. We prefer to work with the main mod creater, to insure smooth integration of the XAI.
Installation: Please follow the installation readme.
Credits:
Team- Xeryx, Naimad, Miikll, Condoitorre SOG, and Argent Usher.
PDER Beta-Testers- Tony83, and Primative1
XAI community, which is growing day by day!! We love that you guys are coming down and participating. Thank you for playing, too bad the others really don't know what they are missing!!
DOWNLOAD LINK #1
http://www.twcenter.net/forums/downl...o=file&id=2190
Alternate Download from Filefront, Click my signature logo (as always) then look in the PDER folder.
Installation: Unzip contents to your PDER Data directory.