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Thread: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

  1. #41

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    I have installed all the versions and the hotfix but it isnt working the AI just stand there and never move, this is probably because i didnt do the console thing but whenver i press ~ it doesnt do annything how do you open the console in METW seems like a noob question mabe european copies are different or somthing.

  2. #42

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    If the AI aren't leaving the settlements, AND you started a new game, then you didn't install the hotfix right.

    If you didn't start a new game, and you don't know how to use the console, then just forget about it and start a new game.

    Cheers
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  3. #43

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    I put it in the FCOC data folder which replaced the old one and started a new game.

  4. #44

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    It's impossible to diagnose from here, but if the fix is correctly installed and a new game is started, the AI will leave the settlements.
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  5. #45

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    Ive been playing fkoc quite alot lately, much better with the hotfix, although i do find it difficult to keep the cities that ive captured under my control or happy, there doesnt seem to be much that you can build to keep them happy? Perhaps you could incorporate a bit of bribery, pay money to keep your counties happy or some more work with religion to passify the people. Overall i think this mod is brilliant! Although i would like to actually meet someone on the multiplayer game. With a little more work on the ai and dimplomacy side i would pay for this as a stand alone game. Love it. If ever they bring out a 'total civil wars' game this should be used as a bench mark!

  6. #46
    gary's Avatar Domesticus
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    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    Is it possible to play custom battles? i have tried but won't let me?
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
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  7. #47

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    custom battles work fine for me

  8. #48
    gaunty14's Avatar Vicarius
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    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    fine for me as well

  9. #49
    SeniorBatavianHorse's Avatar Tribunus Vacans
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    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    Same here - I play them more than the campaign, to be honest.

  10. #50

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    err,just had the strangest game.playing as royalist.leven invades,attacks newcastle without laying siege.i have vurtually a full stack inside.leven blows 8(!) breeches in my walls yet at no time attempts to storm,his men just stand or march to and fro.by the time he decides to attack 3/4 of his army is gone,and even then they still zigzag towards the walls.i lost 201 men,he lost 1963,plus himself!turn 2 of the jock invasion and they are vurtually destroyed.i dont think its meant to happen that way! ive never seen the ai act like that before,it seemed confused.and ive never seen a big city,well stocked with troops attacked without a preceding siege.what do you think ad?

  11. #51

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    Quote Originally Posted by GlenicusMaximus View Post
    Ive been playing fkoc quite alot lately, much better with the hotfix, although i do find it difficult to keep the cities that ive captured under my control or happy, there doesnt seem to be much that you can build to keep them happy? Perhaps you could incorporate a bit of bribery, pay money to keep your counties happy or some more work with religion to passify the people. Overall i think this mod is brilliant! Although i would like to actually meet someone on the multiplayer game. With a little more work on the ai and dimplomacy side i would pay for this as a stand alone game. Love it. If ever they bring out a 'total civil wars' game this should be used as a bench mark!
    I've experimented a little by re-introducing churches (up to Cathedral level) and town halls into my FCOK mod in an attempt to allow captured settlements to be pacified and gradually converted to your religion. I've also re-introduced the priest agent so that agents can be sent in to stir up support for your faction prior to you invading.

    In an ideal world, I'd like to change the name of the Priest to Propagandist or Herald and change the campaign map model to that of the diplomat because although the game is utilising the religion feature, it is really a representation for the support of the Royalist or Parliamentarian cause, which isn't really a religion as such, and thus I feel that the priest model is somewhat inappropriate. However I'm no modder, I just dabble now and again and changing the model, unit card, info card and associated descriptions is well beyond my somewhat limited knowledge as I do not know how to update the Dictionary entries referred to in export_descr_character_traits.txt (which does hint that the same agent can be given different names depending on the faction). I have managed to make priests recruitable from the city hall rather than the churches, in preparation for when I finally make them look like diplomats.

    Also, while I'm thinking about it, pressing "~" on my computer doesn't open the console window. In order produce a "~" symbol I have to press <shift>+<#>, should this affect whether the console is opened or not?
    Last edited by onlyonepinman; October 24, 2008 at 05:47 AM.

  12. #52
    gaunty14's Avatar Vicarius
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    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    nevermind.....

  13. #53

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    do i need this hotfix if i install the 1.15 patch?

  14. #54

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    Quote Originally Posted by Mediteran View Post
    do i need this hotfix if i install the 1.15 patch?
    Yes.

    Cheers
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  15. #55

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    Hi, I'm playing for time "FKOC version 1.5". But the AI of the opponent, especially on the strategy map, too passive. Even with a clear numerical superiority does the opponent before. And I've used both the AI difficulty settings, strategy map and battle map, set at the highest level.

    Is there a patch or mod that improves the AI of the enemy of "For King or Country"? And if so, where can I find this patch?

    MfG
    Michael

  16. #56
    gaunty14's Avatar Vicarius
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    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    well I would say you posted in it since there is an AI fix on the 1st page of this thread

    But I would hopefully imagine you already tried the AI fix on the 1st page of this thread

    "will help build battle station for food" - or rep

  17. #57

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    remember gaunty..blood pressure..

  18. #58

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    Hi gaunty14,
    you're right, I have now installed the AI fix on the 1st page . The enemy is now active and dangerous.
    I thought the AI fix is implemented in the patch "version FKOC 1.5".
    Thank you.

    P.S. Do you know any good patches for "FKOC"....

  19. #59

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside


  20. #60

    Default Re: IMPORTANT NEWS - Campaign passive AI has been FIXED - HOTFIX Inside

    The hotfix link is dead, can someone re upload the fix please ?

    thanks !!


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