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Thread: XAI 4.0 install & integration instructions.

  1. #1
    xeryx's Avatar Follow the White Rabbit
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    Default XAI 4.0 install & integration instructions.

    XAI is compatible with 1.5 Kingdoms. You need to have your files unpacked, and all files will eventually go in the mods \data folder. Please read this document first, before installing and backup your original files.

    DISCLAIMER: We cannot forsee how XBAI will work with every mod, there are way too many variables in other files to get the exact same behavior in every single mod. So your mileage may vary. XBAI should work with any mod, unless there are drastic unit labeling issues in the EDU

    Basic: XBAI ONLY (included files; battle_config.xml & config_ai_battle)

    We are assuming that you have downloaded XBAI 4.0, and you know how to unzip files

    FIRST,we will set up the cache clearing, and then install the files.

    1) Go into the directories of all (read: NO EXCEPTIONS) installed modifications for M2TW (by default: ~\Program Files\SEGA\Medieval II Total War\mods\mod of your choice)Then add these lines to the top part of the config (.cfg) files:

    [io]
    file_first = true
    disable_file_cache = true

    2) go into the ~/data/world/maps/base directory and delete the map.rwm file in every mod directory where you are going to install XBAI

    3) Backup your original 2 BAI files! (battle_config.xml) and (config_ai_battle.xml)

    4) Copy the XBAI files (there are 2) into the Data directory, of the specific mod you want.
    here is an EXAMPLE ONLY (D:\Games\Med2\mods\kingdoms_grand_campaign_mod\data)

    5) Start the game (NOTE: The map.rwm file will be created and load the newest files to memory. Recreating map.rwm takes time! especially when the first campaign is loading ; once the file is recreated no additional loading time will take place.)

    (NOTE: Once you have implemented steps 1) into your config, it is only needed to clear your cache by performing step 2) when upating files, or if more advanced changes to your files have been made)
    Last edited by xeryx; April 25, 2010 at 03:41 PM.
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  2. #2
    xeryx's Avatar Follow the White Rabbit
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    Default Re: New integration instructions.

    BASIC: XCAI Campaign New campaign start REQUIRED!! (included files; desc_campaign_ai_db.xml, desc_campaign_db(XAI4.0 KGCM).xml, & desc_diplomacy.xml

    The files are designed to all work together, and are balanced as such. If you change values or use different files, well you will not get the desired results we have achieved.

    We are assuming that you have downloaded XCAI 4.0, and you know how to unzip files.

    If you have not previously installed the XBAI, or not previously set up the "Cache Clearing" then do steps 1 & 2.

    1) Go into the directories of all (read: NO EXCEPTIONS) installed modifications for M2TW (by default: ~\Program Files\SEGA\Medieval II Total War\mods\mod of your choice)Then add these lines to the top part of the config (.cfg) files:

    [io]
    file_first = true
    disable_file_cache = true

    2) Go into the ~/data/world/maps/base directory and delete the map.rwm file in every mod directory where you are going to install XCAI.

    3) Go ahead and unzip the XCAI 4.0 file, into a non-kingdoms directory. Something easy I.E. D:\Fun Files\XCAI40\

    4) Backup your specific mods, original desc_campaign_ai_db.xml & your desc_diplomacy.xml files!!

    5) Now install/copy the XCAI 4.0 desc_campaign_ai_db.xml file & desc_diplomacy.xml into the Data directory, of the specific mod you want.
    here is an EXAMPLE ONLY (D:\Games\Med2\mods\kingdoms_grand_campaign_mod\data)

    STOP! File Modding needed

    The reason for this is simple. We have made many changes in this file desc_campaign_db.xml file, that are needed for the XCAI to build correctly and more. We only REQUIRE 2 sections, the rest is needed for the specific mods parameters! If you are too "squeamish" about changing values, or cutting an pasting files..skip steps 6-8..but it will make a big difference, in aggressiveness and army sizes.

    6) To do this right, use XML MARKER (download here) and install.

    7) You will change original mods desc_campaign_db.xml values so you MUST make a backup of the original !!

    8) These are the TWO sections that are needed. You can cut and paste or just change the values in the mods file, but it may not have all of the proper sections, check and compare the files carefully. Use the values from desc_campaign_db(XCAI4.0).xml

    a) AUTORESOLVE SECTION (USE THE CURRENT VALUES IN THE FILE, THESE ARE FOR EXAMPLE ONLY)
    (We have taken a GREAT amount of time Balancing Auto-resolve, but again mileage may vary depending on the mod)

    Spoiler Alert, click show to read: 
    Code:
    <autoresolve>
            <min_capture_percent float = "10.0"/>
            <max_capture_percent float = "35.0"/>
            <lopsided_thresh float = "1.0"/>
            <lopsided_hn_mod float = "100.0"/>
            <separation_missile_add uint = "1"/>
            <naval_sink_modifier float = "65.0"/>
            <naval_sink_offset float = "1.0"/>
            <naval_sink_max float = "80.0"/>
            <sally_att_def_draw_divisor float = "1.75"/><!--sally battles are a draw if attacker lost and (number of attacker troops) > (number of defender troops)/divisor -->
            <use_new_sett_autoresolve bool = "true"/><!--do we use the new settlement autoresolve -->
            <switchable_defence_exposed bool = "true"/><!--can unit switch exposed state during autoresolve -->
            <gate_defence_num_oil_attacks int = "3"/><!--number of gate oil attacks -->
            <gate_defence_strength_oil_base float = "4.0"/><!--gate oil attack strength -->
            <gate_defence_strength_oil_level_modifier float = "0.0"/><!--gate oil attack strength += modifier * oil_level -->
            <gate_defence_num_arrow_attacks int = "2"/><!--number of gate arrow attacks -->
            <gate_defence_strength_arrow_base float = "2.0"/><!--gate arrow attack strength -->
            <gate_defence_strength_arrow_level_modifier float = "2.0"/><!--gate arrow attack strength += modifier * arrow_level -->
            <gate_defence_num_default_attacks int = "2"/><!--number of gate generic advantage attacks -->
            <gate_defence_strength_default_base float = "1.0"/><!--gate generic advantage attack strength -->
            <gate_defence_strength_default_level_modifier float = "1.0"/><!--gate advantage attack strength += modifier * fortification_level -->
            <sett_defence_num_arrow_attacks int = "2"/><!--number of settlement arrow attacks -->
            <sett_defence_strength_arrow_base float = "2.0"/><!--settlement arrow attack strength -->
            <sett_defence_strength_arrow_level_modifier float = "2.0"/><!--sett arrow attack strength += modifier * arrow_level -->
            <sett_defence_num_default_attacks int = "0"/><!--number of sett generic advantage attacks -->
            <sett_defence_strength_default_base float = "1.0"/><!--sett generic advantage attack strength -->
            <sett_defence_strength_default_level_modifier float = "1.0"/><!--sett advantage attack strength += modifier * fortification_level -->
            <display_strength_oil float = "600"/><!--additional effective army strength for defending residence with oil -->
            <display_strength_arrow float = "600"/><!--additional effective army strength for defending residence with arrows -->
            <display_strength_default float = "500"/><!--additional effective army strength for defending residence with fortification levels -->
        </autoresolve>


    b) AI SECTION (USE THE CURRENT VALUES IN THE FILE, THESE ARE FOR EXAMPLE ONLY)
    (we have opted to keep in the Priest controller, to prevent spamming, it is optional for you though)
    Spoiler Alert, click show to read: 
    Code:
    <ai>
            <!--PRIEST CONTROLLER -->
            <priest_religion_min float = "0.55"/><!--if religion < religion_min then region needs a priest -->
            <priest_religion_max float = "0.95"/><!--if religion >= religion_max then a priest can be taken from this region for other missions -->
            <priest_heresey_min float = "0.40"/><!--if heresey >= heresey_min then region needs a priest -->
            <priest_heresey_max float = "0.60"/><!--if heresey >= heresey_max then region needs a priest with highest priority -->
            <priest_religion_export float = "0.50"/><!--if my religion in foreign region < religion_export then then we will export our religion in this region -->
            <priest_max_prod_turns float = "5.0"/>
            <!--CAMPAIGN ATTACK -->
            <att_str_modifier float = "0.75"/><!--modifies the effective attackers strength when determining the priority of making attack decision (i.e. att_def_strength_ratio = ((att_str*att_str_modifier)/def_str) -->
            <siege_att_str_modifier float = "0.30"/><!--modifies the effective sieging attackers strength when determining the priority of making attack decision -->
            <crusade_att_str_modifier float = "1.0"/><!--modifies the effective crusading sieging attackers strength when determining the priority of making attack decision -->
            <sally_att_str_modifier float = "0.70"/><!--modifies the effective sallying attackers strength when determining the priority of making attack decision -->
            <ambush_att_str_modifier float = "1.2"/><!--modifies the effective ambushing attackers strength when determining the priority of making attack decision -->
            <str_limit_weak float = "0.50"/><!--min ideal strength ratio modifier for determining when an army is far too weak for an attack ( att_def_strength_ratio < (ideal_str_ratio*str_limit_weak) ) -->
            <str_limit_strong float = "99.0"/><!--max ideal strength ratio modifier for determining when an army is far too strong for a fair attack ( att_def_strength_ratio > (ideal_str_ratio*str_limit_strong) ) -->
            <merchant_min_survival_acquire int = "75"/><!--the minimum survival chance for a merchant to consider attempting an acquisition -->
        </ai>

    That is all we need to "MOD", so go ahead and save your file.

    9) Start up a NEW campaign and have FUN! Since you have cleared your cache (Recreating map.rwm takes time! especially when the first campaign is loading ; once the file is recreated no additional loading time will take place.)

    (NOTE: Once you have implemented steps 1) of the very first post, into your config, it is only needed to clear your cache by deleting the map.rwm when upating files, or if more advanced changes to your files have been made. That will clear the cache)
    Last edited by xeryx; April 16, 2010 at 02:13 PM.
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  3. #3
    xeryx's Avatar Follow the White Rabbit
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    Default Re: New integration instructions.

    XCAI: INTERMEDIATE
    INCLUDING USE OF ADDITIONAL AI's

    For the average vanilla type mod, you will not need to change the any AI labels.

    If you are playing a much more developed mod though, you may need to verify all the AI labels match up.

    XCAI also comes with additional AI's! These include pagan, and nomad. Of course XCAI has all the original religious based AI's. (default, papal_faction, catholic, orthodox, and islam) All religions have bonuses and penalties and are based to create religious strife. The nomad AI is designed for the Timurids, and the Mongols, it could also be used for Aztec's. It is aggressive with no real religious bonuses or penalties. It hates everyone, and is why Dave Scarface and other's have chosen to use it.

    This isn't hard and only requires your text editor notepad.

    1) Goto the med2 mods directory of your choice, the continue to data\world\maps\campaign\imperial_campaign (find this file) desc_strat.txt then open with notepad. (Note: this is the TYPICAL directory, but does not always apply)

    2) Use the find function, then type ai_label it will take you to the first entry. (which should say catholic) you will see the factions name as well. Make sure the proper religion is used for the proper faction.

    You will see an entry that looks like this!
    Spoiler Alert, click show to read: 
    Code:
    faction	england, balanced smith		
    ai_label		 catholic 	
    denari	12500		
    denari_kings_purse	2500		
    settlement


    3) Then use the next button to continue to the next one, and continue doing this till you are done.

    STOP!! OPTIONAL Modding will now commence!

    4) Backup your desc_strat.txt file!! I usually copy then rename it desc_strat(orig).txt

    5) Use steps 1-3 to find the ai_label for the particular faction you want to change. Amazingly this is very easy stuff guys, find a faction that you want to change "AI" and all you do is change the label from catholic to nomad

    6) Save your file.

    7) You do not have to restart your campaign, but you do need to clear your cache! only play though a turn. Have fun!
    Last edited by xeryx; April 15, 2010 at 10:48 AM.
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    There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix


  4. #4
    xeryx's Avatar Follow the White Rabbit
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    Default Re: New integration instructions.

    XCAI: INTERMEDIATE
    STARTING FACTION RELATIONS


    HIGHLY RECOMMENDED with Thorn's faction standings file!
    (Advanced files, such as Thorn's FS file, will be in a separate XAI 4.0 developer download)


    We are assuming now, that you know how to backup, edit, and save your files.


    This section is at the END, of the desc_strat.txt file we modded the ai_labels in. (see the above post)

    You will see a section that looks similar to this!
    Spoiler Alert, click show to read: 
    Code:
    ; >>>> start of diplomacy section <<<<
    
    faction_standings	england,		-0.2	france, scotland
    faction_standings	england,		-1.0	slave
    faction_standings	scotland,		-0.2	england
    faction_standings	scotland,		0.2	france
    faction_standings	scotland,		-1.0	slave
    faction_standings	france,			-0.2	england
    faction_standings	france,			0.2	scotland
    faction_standings	france,			-1.0	slave
    faction_standings	venice,			-0.2	byzantium
    faction_standings	venice,			-0.25	milan, hre
    faction_standings	venice,			-1.0	slave
    faction_standings	milan,			-0.25	venice, hre
    faction_standings	milan,			-1.0	slave
    faction_standings	hre,			-0.2	poland
    faction_standings	hre,			-0.45	venice, milan
    faction_standings	hre,			-1.0	slave
    faction_standings	poland,			-0.2	russia, hre
    faction_standings	poland,			0.2	hungary
    faction_standings	poland,			-1.0	slave
    faction_standings	hungary,		-0.2	byzantium
    faction_standings	hungary,		0.2	poland
    faction_standings	hungary,		-1.0	slave
    faction_standings	hungary,		0.2	russia
    faction_standings	spain,			-0.2	portugal
    faction_standings	spain,			0.4	aragon
    faction_standings	spain,			-0.85	moors
    faction_standings	spain,			-1.0	slave
    faction_standings	sicily,			-0.2	moors
    faction_standings	sicily,			-0.5	byzantium
    faction_standings	sicily,			-1.0	slave
    faction_standings	norway,			0.2	denmark
    faction_standings	norway,			-0.2	scotland
    faction_standings	denmark,		0.2	norway
    faction_standings	denmark,		-1.0	slave
    faction_standings	portugal,		0.2	spain
    faction_standings	portugal,		-0.85	moors
    faction_standings	portugal,		-1.0	slave
    faction_standings	papal_states,		-0.45	hre
    faction_standings	papal_states,		0.2	england, portugal, poland, hungary
    faction_standings	papal_states,		-1.0	slave
    faction_standings	moors,			-0.2	sicily
    faction_standings	moors,			-0.85	spain, portugal
    faction_standings	moors,			-1.0	slave
    faction_standings	byzantium,		-0.2	hungary, venice
    faction_standings	byzantium,		-0.5	sicily
    faction_standings	byzantium,		-0.65	armenia
    faction_standings	byzantium,		-0.85	turks
    faction_standings	byzantium,		-1.0	slave
    faction_standings	turks,			-0.65	egypt
    faction_standings	turks,			-0.8	byzantium
    faction_standings	turks,			-1.0	seljuks
    faction_standings	turks,			-1.0	armenia
    faction_standings	turks,			-1.0	georgia
    faction_standings	seljuks,			-0.65	egypt
    faction_standings	seljuks,			-1.0	turks
    faction_standings	seljuks,			-1.0	armenia
    faction_standings	seljuks,			-1.0	georgia
    faction_standings	egypt,			-0.6	turks
    faction_standings	egypt,			-0.6	seljuks
    faction_standings	egypt,			-0.6	slave
    faction_standings	novgorod,		0.2	russia
    faction_relationships 	georgia, at_war_with 	turks, seljuks
    faction_relationships 	armenia, at_war_with 	turks, seljuks, byzantium
    faction_relationships 	seljuks, at_war_with 	egypt
    faction_relationships 	turks, at_war_with 	seljuks
    faction_relationships 	novgorod, at_war_with 	slave
    faction_relationships 	england, at_war_with 	slave
    faction_relationships 	france, at_war_with 	slave
    faction_relationships 	hre, at_war_with 	slave
    faction_relationships 	spain, at_war_with 	slave
    faction_relationships 	venice, at_war_with 	slave
    faction_relationships 	sicily, at_war_with 	slave
    faction_relationships 	milan, at_war_with 	slave
    faction_relationships 	scotland, at_war_with 	slave
    faction_relationships 	byzantium, at_war_with 	slave
    faction_relationships 	russia, at_war_with 	slave
    faction_relationships 	moors, at_war_with 	slave
    faction_relationships 	turks, at_war_with 	slave
    faction_relationships 	egypt, at_war_with 	slave
    faction_relationships 	denmark, at_war_with 	slave
    faction_relationships 	portugal, at_war_with 	slave
    faction_relationships 	poland, at_war_with 	slave
    faction_relationships 	hungary, at_war_with 	slave
    faction_relationships 	papal_states, at_war_with 	slave
    faction_relationships 	norway, at_war_with 	slave
    faction_relationships 	aragon, at_war_with 	slave
    faction_relationships 	seljuks, at_war_with 	slave
    faction_relationships 	georgia, at_war_with 	slave
    faction_relationships 	armenia, at_war_with 	slave
    faction_relationships 	slave, at_war_with 	england, france, hre, spain, venice, sicily, milan, scotland, byzantium, russia, moors, turks, egypt, denmark, portugal, poland, hungary, papal_states, novgorod, norway, aragon, georgia, armenia, seljuks


    Lines like this are what we are concerned with modding.
    Spoiler Alert, click show to read: 
    Code:
    faction_standings	england,		-0.2	france, scotland


    The red value is what we will change. This number represents the FACTIONS standing towards other faction(s) it works on a scale from -1.0 to 1.0. -.2 to .2 is the "Neutral Zone" (-) values represent dislike and hate, while positive values represent liking and allies.

    Important note if using Thorn's faction standings file! For normal interactions to occur, It is recommended to not exceed a value range from -.4 to .4! This is because his file works correctly!!

    If you want a faction to start close to war, then use a value of < -.6
    For an Ally faction, start with a value > .6

    If you want factions to start the game at war, then change the end of the section with this line.
    Spoiler Alert, click show to read: 
    Code:
    faction_relationships 	armenia, at_war_with 	(AT WAR   faction's name)


    You must start a new campaign and clear your cache to see the effects
    Last edited by xeryx; April 15, 2010 at 10:48 AM.
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  5. #5
    xeryx's Avatar Follow the White Rabbit
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    Default Re: New integration instructions.

    ADVANCED MODDING (needed for NEW integration, Developers use)
    USING THORN'S ADVANCED FACTION STANDING RULES!


    THORN's FACTION STANDINGS RULES are rebuilt from the ground up! It includes faction Standings rules for all religions, unlike vanilla which basically has rules only for catholics. (NOTE: We did not add a pagan to this file, because it is too specialized and is compensated for with the regular AI, and can be supplemented with starting or long term faction standings) This file controls both a factions standings, and global standings when an action occurs.

    It is recommended you modify, the desc_strat.txt in the section above to get a more "civ-like" effect for your mods. You may need to expand the existing section in the desc_strat.txt file for best effect.

    BACKUP YOU ORIGINAL FILE FIRST!!! because you will most like mess it up, the first time

    WARNING!! This file is very syntax sensitive, is extremely important. Pay particular attention to the spaces!!

    You need to have an accurate list of all the factions before you start modding this file. That list is located in the desc_strat.txt at the top of the file.

    EXAMPLE RULE ONLY (PLEASE REFERENCE ACTUAL FILE TO MAKE CHANGES) For example trigger one has the factions separated, and all factions must be listed with their exact name!.

    This rule triggers is when a small catholic church is built. It helps relations with other catholics and the papal-states, but penalizes orthodox and islamic

    Spoiler Alert, click show to read: 
    Code:
    Trigger 0001_C_Build_Small_Church
    WhenToTest BuildingCompleted
    
    Condition SettlementBuildingFinished = small_church
    
    FactionStanding factions { papal_states } 0.02
    FactionStanding factions { england, france, spain, portugal, milan, venice, sicily, hre, hungary, poland, denmark, scotland } 0.001 
    FactionStanding factions { byzantium, russia, kiev } -0.001
    FactionStanding factions { moors, egypt, turks, syria, mongols, timurids, abbassid, khwarezm } -0.003


    Each rule, contains a separate lines to separate the bonuses, and penalties per religion.The papal rules are separate, to ensures that the Pope can have a more drastic reaction than the other nations. This is just an example of a religious rule. There are also action specific rules, that do not have to be divided by religion.

    Many factions will go unchanged though different mods. I recommend you target the ones that are different then find a suitable substituting faction. Then you do a find and replace function. You MUST do them one at a time!

    I recommend leaving the values as they are, until you play multiple campaigns and can see the effects fully before changing them.

    You must start a NEW campaign and clear your cache.
    Last edited by xeryx; April 16, 2010 at 02:25 PM.
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  6. #6
    xeryx's Avatar Follow the White Rabbit
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    Default Re: New integration instructions.

    XCAI and XBAI
    TESTING


    First and foremost, you must install the special lines into your preferences file. If you are running a mod that runs in the med2/mods/ directory. Then it should have a batch file and a preferences file located in the mod main directory.

    Open the preferences.cfg file with a text editor, then add these lines if needed. To enable AI logging; LTGD can be debugged with the preferences [log] level = ai.ltgd trace and [ai] ltgd_logging = true. It should look like this below

    [ai]
    ltgd_logging = true

    [log]
    to = logs/PDER.system.log.txt (PDER is an example of a name to use for which mod you are using)
    level = ai.ltgd trace
    level = * trace

    Then save it.

    Now when you run the campaign, every time the campaign faction completes their turn, it logs all faction decisions. It's not super detailed, but it does tell you where they pick to attack and most importantly, defense and offense decisions, against each faction. It also tells you the relationship between the factions. I suggest you start a campaign and then look at the log,txt, in the main logs directory.
    Last edited by xeryx; April 15, 2010 at 09:34 AM.
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  7. #7
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI 4.0 install & integration instructions.

    Reserved for long term relations or Biases
    Last edited by xeryx; April 16, 2010 at 02:27 PM.
    Proudly patronized by B. Ward Click Sig Logo for Downloads, Click forums here and here
    "Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
    There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix


  8. #8
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI 4.0 install & integration instructions.

    Reserved for Formations
    Last edited by xeryx; April 16, 2010 at 02:25 PM.
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    "Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
    There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix


  9. #9
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI 4.0 install & integration instructions.

    This is reserved for Game balancing of Campaign elements or I may start a new thread??
    Proudly patronized by B. Ward Click Sig Logo for Downloads, Click forums here and here
    "Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
    There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix


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