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Thread: Battle AI mod (Nap)

  1. #41

    Default Re: Battle AI mod (Nap)

    Its obvious this guy is not a natural english speaker, he may have probs writing out a fuller description of the changes, just something to keep in mind.

  2. #42
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod (Nap)

    ToonTotalWar, thank you!

    Ryo, jimmy44,

    mod cntw_Battle_AI_v1b.pack;
    and
    mod "cntw_Battle_AI_v1b.pack";

    both options work if you have installed WIN XP

    T-Duke,felhound,
    ok, you Realism mode in the form of a 'patch'. I think, that 'mod' has a higher priority and if Realism and my mod alter the same parameters in the same tables, data from a 'mod' can be written on top of data from the 'patch'

  3. #43
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Battle AI mod (Nap)

    Quote Originally Posted by Luntik View Post
    ToonTotalWar, thank you!

    Ryo, jimmy44,

    mod cntw_Battle_AI_v1b.pack;
    and
    mod "cntw_Battle_AI_v1b.pack";

    both options work if you have installed WIN XP

    T-Duke,felhound,
    ok, you Realism mode in the form of a 'patch'. I think, that 'mod' has a higher priority and if Realism and my mod alter the same parameters in the same tables, data from a 'mod' can be written on top of data from the 'patch'
    No problem, i have also made a version of your mod with Sounds, Blood, Music, tighter Formations etc..if your interested i can send you a verision

  4. #44

    Default Re: Battle AI mod (Nap)

    to all of you demanding a changelog:

    Lutnik explained what he does in the ETW thread to great detail
    http://www.twcenter.net/forums/showthread.php?t=333541


  5. #45
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Battle AI mod (Nap)

    Quote Originally Posted by Lazy Knight View Post
    to all of you demanding a changelog:

    Lutnik explained what he does in the ETW thread to great detail
    http://www.twcenter.net/forums/showthread.php?t=333541
    Thats fine for ETW, but for inexperienced users and new NTW members the creator should have a log on front page

  6. #46
    Nyxos's Avatar when in doubt, doubt.
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    Default Re: Battle AI mod (Nap)

    I can't find the napoleon user.script, or is it the preference.script I should put the mod in ?

    Thanks.

  7. #47

    Default Re: Battle AI mod (Nap)

    Does this mode co-operate with Tyrants 1.02 mod?? cause that is awesome for NTW even at this early stage and it would be a shame if we would lose his changes.

  8. #48

    Default Re: Battle AI mod (Nap)

    Quote Originally Posted by Nyxos View Post
    I can't find the napoleon user.script, or is it the preference.script I should put the mod in ?

    Thanks.
    Add it yourself.

    New Textdocument, name it "user.script.txt" (without "" ofc)

  9. #49
    Nyxos's Avatar when in doubt, doubt.
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    Default Re: Battle AI mod (Nap)

    thanks a lot !!

  10. #50
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod (Nap)

    Just edited the front page.

    It all changes, which makes my mod:
    _kv_fatigue (entire table)
    _kv_morale (entire table)
    _kv_rules (entire table)
    battle_entities (entire table + add 1 unique row)
    unit_abilities (entire table, but it's my mistake, it was possible to confine 1 row) removed F&A
    unit_stats_land (38 row relating of generals)

    Is an example file user.script

  11. #51
    JayMac's Avatar Civis
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    Default Re: Battle AI mod (Nap)

    I am not going to waste my time giving the exact values, but from what I have seen:
    he has tweaked moral so that there is a unit loses more moral from being attacked even from the front
    He has slowed down the speed.
    He added a line to the battle_entities about the general's units and tweaked it (I guess) so that the generals do not engage in fighting.
    He changed something to just the general's units in the unit_stats_land table

    This probably didn't help, but I like to post

  12. #52
    DeaDBolT's Avatar Decanus
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    Default Re: Battle AI mod (Nap)

    Well, i decided to give the mod a try, despite a lack of description, due to all the positive feedback and i must say i'm impressed.
    So far the AI has held its general back every battle, usually until it's the last unit left.
    The AI usually forms into a neat frontline and marches accordingly, it also exchanges fire like it should, besides the occasional unit getting into a melee.

    I give this mod the thumbs up, it would make a great base for a larger scale mod, you really deserve a little +rep for this.

    Cheers,
    "Opinions that come forth out of prejudice and lack of knowledge are always defended most fiercely, often with violence" Unknown (with additions by myself)

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    Something i said made sense? +rep me to +rep you.

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  13. #53
    Leoben's Avatar Decanus
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    Default Re: Battle AI mod (Nap)

    Going to test this mod, because if it gets rid of the suicidal generals, it's already worth it.

  14. #54
    priam11's Avatar Campidoctor
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    Default Re: Battle AI mod (Nap)

    Man this guy needs a publicist.

    Next thing he does is find a cure for cancer and no one will ever know.

    I just broke down and picked up the game an hour ago so I will have to give this a spin.

  15. #55
    Shabby_Ronin's Avatar Primicerius
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    Default Re: Battle AI mod (Nap)

    Does this work with tyrants???
    "...I'll look for something else. We're surrounded by water. Why are we eating knob?"

  16. #56

    Default Re: Battle AI mod (Nap)

    Tested the mod, no suicide generals indeed. However I didn't notice that many suicide generals in vanilla either.
    With this mod installed I do experience suicide cavalry though. The infantry forms up in a nice line, in the mean time the cavalry charges headlong and unsupported into my infantry lines with predictable results.
    Also, although the AI now forms a neat line, in vanilla it tends to focus more on weak spots. With this mod I've got a feeling that the BAI is just looking for a shootout instead, no more flanking moves or concentrating forces on a weak spot in my line.

    Am I the only one experiencing this?
    Impossible is not a fact, it's an opinion

  17. #57

    Default Re: Battle AI mod (Nap)

    Quote Originally Posted by Shabby_Ronin View Post
    Does this work with tyrants???
    Well,if you put Luntik mod on top of Tyrants mod in user.script, then you'll play with Luntik AI behaviour changes. Everything else stays as it is in Tyrant mod.
    Both mods try to improve battle AI as much as it can be done with db files.You have to try both and decide which one you prefer. Real AI changes are hardcoded and so far in the hands of CA.I hope they'll improve that in future patches.

    I'll be glad if I'm wrong but I doubt there'll be some mayor improvements like formations,proper firing drills,no melle bug,artilery AI,beter overall AI tactic an so on.There are tons of things that are not lilke they should be in the game such NTW is.CA dissapointed me.They delivered eyecandies and arcadisch play to us instead some better and more authentic playability and realism.
    That's just my opinion.

    BTW great work,Luntik.
    Last edited by Oby; March 08, 2010 at 05:09 PM.

  18. #58

    Default Re: Battle AI mod (Nap)

    Just tested with Tyrant's fire by rank mod - all seems compatible.

    My Brits got utterly slaughtered by the French on Homestead using this (including my Brunswick). This was on 'extreme', but I'm used to the result being pretty evenly matched on this setting with vanilla BAI.

    Despite this chap being rather reticent about his mod, apparently his credentials are good: certainly, the results speak for themselves.

    Recommended.

  19. #59

    Default Re: Battle AI mod (Nap)

    Hi all,

    EDIT:

    This mod seems to be great However as Atillium has stated, "Did we get one thing only to lose another?"
    In other words, nice lines that fire at us but do not exploit weak spots?

    Thanks,
    hellas1

    UPDATE:
    This mod is keeping me questioning its' effectiveness!
    Could ANYONE here please give me a good "testing ground" and units to use to test this out?
    BTW, I'm playing on Normal.

    Thanks again,
    hellas1
    Last edited by hellas1; March 08, 2010 at 08:13 PM. Reason: boo boos

  20. #60

    Default Re: Battle AI mod (Nap)

    Just tested 3 custom battles and i have to say that is the best napoleon IA mod for me at the moment (tested thyrant,realism,thorized),because infantry attacks and reatrat to attack another time,they seem to control themselves to have a mass offensive behaviour.It gives realism to IA.(and less melee/advance bug of course).

    sorrybadenglish

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