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Thread: Naval Supremacy V2.0 UAI!

  1. #1
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Naval Supremacy V2.0 UAI!

    UAI 2.0 Naval Supremacy
    Changes V2.0 Naval Supremacy
    -AI now recruits large powerful navies (see spoilers)
    -Countries armies rebalanced and updated for new DLC's, also reduced likely hood of cannon/cavalry spam
    -Still the only mod in which light infantry/skirmishers are recruited by the AI.
    -Improved Ottomans (allowed them to recruit Dhows and line infantry earlier)
    -Small formation tweaks - greater variety of Formations will be seen used by the AI
    -Build order improvements - Ai should maintain a better economy to finance larger navies.
    -Melee and Charge improvements - less run through by charging units and cavarly should be seen (unintentional effect of previous versions).
    -More AI naval invasions!
    -Better AI Occupations of trade Nodes

    AI Navy Compositions


    First rate in 1805
















    AI Trading





    AI Army Compositions















    AI Naval Invasions!








    Formations pictures (including but not limited too)

    Assualt Column

    French Assualt Column

    Russian Artillery Battery

    Single line of improved standard

    French Column vs English Line

    French Ordre Mixte

    Quintrix Formation



    Complete Change Log Pre 2.0


    Change log V1.05

    I played a campaign recently and I noticed something. The Ai didn't recruit any light infantry I could see. So I decompiled the save and checked there. I then tried to fix the bug. No luck. I then tried vanilla,Darth mod and Radious Ai, none of them recruited light infantry or skirmishers. Anyway I found a solution to the bug so I'm releasing a new version of this, particularly as I honestly believe it is by far the best AI mod out there.

    -Fixed light infantry & skirmishers recruiting bug, ai will now recruit these units
    -Changed some priorities in group formations so the ai should use a greater diversity of formations
    -Tweaked the amount the ai spends on developing infrastructure.
    -Fixed bug where ai would recruit no mounted infantry (not dragoons, mounted cazadores, Russian mounted rifles etc)
    -Fixed Ottoman recruitment rosters a little, more line infantry regts
    -Britain will now recruit small numbers of congreve rockets late campaign as it's historicly accurate.
    -Fixed bug where some French guard infantry would not be recruited
    -Ai now puts more emphasis on economic technologies so develops its regions better.

    And some screenshots from my ten or so test campaigns.
    [CENTER]
    Spoiler Alert, click show to read: 

    Naval invasion by Britain on Russia (I declared war on them so I could prey on shipping, oops).



    French region development 1807



    French 1808 stack composition



    Ai supports its stacks, also note only mod where howitzers are recruited correctly.



    British naval invasions on France.





    Dutch naval invasions on France



    French Naval invasions on Russia


    Just a small list of changes fo mine and others reference

    v0.01
    Changed alot of values Everywhere, Particularly the values The Ai places on units. Camapiagn Ai tweeks kept minor.

    v0.02
    Changed some unit values, particularly grenadiers to see what difference it makes
    A few more campaign tweeks (many)

    V0.03
    Fixed a stupid ctd
    Renamed U_AI
    Reduced French Unrest to Help The Ai Along

    V0.5 (lots done while the site was down)
    BAi should form straighter lines
    Cai should be more agressive
    Cai should recruit more howitzers and fewer rockets. It will take lancers over dragoons now.
    Bai should flank more.
    Bai should use cavalry more intellegently
    Bai should advance in union supporting itself
    Cai should use navies more appropriatelly to the faction
    Cai should build a larger economy= larger armies
    Naval stacks values changed (less frigates late game)
    Cai should be more helpful to allies over longer distances
    Changed the retreat and attack chance threshholds to be higher, no more suicide mine stacks
    Changed the values of elite infantry
    Changed walk and run speeds
    Changed the tag to released
    & lots lots more

    V0.6
    Tried to improve cavalry behaviour mainly
    Few other minor tweaks

    V0.7
    Many small campaign ai changes; France should be more agressive
    Difficulty changed(read top of post, also included vanilla difficulty version)
    Changed defence priorities
    Changed force composition slightly
    Reduced raiding slightly (aids full blown attacking, honest)
    Encouraged the ai to make fuller stacks
    Ai attrition reduced alot
    Bai infantry should form better lines
    Diplomacy changed, ottomans should be more agreeable
    Factions should help each other more
    Many other small changes

    V0.8
    I think i got the line inf ai perfect .
    Lights next release
    Cav slightly better
    Spain ai tweaked
    Added a small visual indicator of installation


    V0.9
    Small cai changes making france more aggressive, prussia slightly less agressive
    Tweaked economy research
    Lots of other tiny things.
    Big bai improvments largely thanks to advise from Lutnik

    v0.95
    Parital fixes for a bug causing skirmishers and light infantry to walk to the map edge and stop
    Fixed a small error in vanilla difficulty version
    Tweaked a couple of battle entity values

    V1.00-a-b
    Added Historicly accurate Custom formations
    -Quintrix
    -Assualt Columns
    -Screened lines
    -Flanking Columns
    -Improved standard lines
    -Grand Batteries
    -Echelon
    -Finally Fixed Ai Recruitment - extremelly balanced stacks
    -Increased french Aggression (will be in russia by late 1809)
    -Increased Coalitions willingness to cooperate
    -Improved Ai economic development
    -Decreased Ai likelyhood of offering surrender when they outnumber you 4-1, prepare to be crushed with no opportunity to regroup.




    Installation
    1: Extract the file from the rar
    2: Place pack file in data, there is no need to edit your user.script
    3: Launch the game, if its been done correctly there should be a small indicator of installation when you click single player on the main menu.



    My thanks to:
    Jam- Formations historic research
    Crossjon: Testing and feedback
    Marshal Beale: Ai help
    Lutnik
    Topcat (now t.c) for talking about modding with me, helping me and giving me ideas
    Darth Vader

    Also check out my other minimods here: Click me


    Notes for other modders

    Most tables have been updated particularly cdir.

    Cdir unit qualities
    -Light infantry placed in main infantry category and given the same priority as basic infantry (higher priority guard infantry, lights being harder to recruit and other things prevent this becoming spammy)
    -Skirmishers placed in artillery nd given the same priority as basic cannons (6,8,9,12lb)
    -Unit orders corrected generally
    -Ships given priorities as an experiment, not sure if it worked or not but did not observe a negative effect

    Cdir unit balances
    -Artillery ideal proportions increased

    Cdir unit balances group qualities
    -Missile cavalry increased
    Attached Files Attached Files
    Last edited by The Hedge Knight; February 27, 2015 at 04:01 PM.

  2. #2
    Nyxos's Avatar when in doubt, doubt.
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    Default Re: Ai Experiment (test for y'all)

    did you forget upload the mod ?
    I'm sorry but I don't think I'll try it, unless you do one for WW1
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  3. #3
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Ai Experiment (test for y'all)

    Oops.

    Yes i want to create an ai and if i get the hang of it i can certainly do stuff for the great war too.

  4. #4

    Default Re: Ai Experiment (test for y'all)

    Nice work
    Would sell itself better with a changelog though
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  5. #5
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: Ai Experiment (test for y'all)

    I have no idea how well it works, i need other opinions, im just trying to work out how the files work atm .

    It advanced nicely in a line and flanked for me.

    Ill put a changelog in if i release it proper...
    Last edited by The Hedge Knight; June 30, 2010 at 04:03 PM.

  6. #6
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    Default Re: Ai Experiment (test for y'all)

    Oh also can you tell me if any bugs are incurred .

  7. #7

    Default Re: Ai Experiment (test for y'all)

    Quote Originally Posted by Nyxos View Post
    I'm sorry but I don't think I'll try it, unless you do one for WW1
    Same here. I'll gladly try it if you'd do it for GW as well.
    Developer of The Great War | Leader of WW2: Sandstorm | Under the Woolen Patronage of Mitch | King of All

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  8. #8
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    Default Re: Ai Experiment (test for y'all)

    Well you need the experiment to find out what your doing. Thors done a pretty darn good job on tgw anyway .

  9. #9
    LuckyLewis's Avatar Loutre
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    Default Re: Josst's AI Mod (Testers Needed)

    I'll try it out, there need to be more standalone AI mods in my opinion.
    Muh signature is so out of date all muh pictures died.

  10. #10
    crossjon's Avatar Campidoctor
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    Default Re: Josst's AI Mod (Testers Needed)

    Very good A.I. Josst. The A.I. is forming and maintaining formations and is flanking, charging with cav at the rear of my formation, and there always is infntry in support of a cav charge. Infantry is running when under arty attack and walking when not to conserve energy. The arty is moving as quickly as possible into range and deploying, their cav is defending their flanks and arty. Their arty targets the closest threat like when my cav charges their arty it targets my cav while their cav intercepts my cav. Also they are holding their general behind their line and running him around to provide morale boosts when and where needed. In every battle I tested this A.I. with I took approx. 4-5 times more losses then in vanilla. I have yet to see any problems. I'll test the A.I. more though.

  11. #11
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    Default Re: Josst's AI Mod (Testers Needed)

    Thanks for the feedback! SO what was not so good?

  12. #12
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    Default Re: (V 0.02) Universal AI Project (Testers Needed)

    V 0.02 added

  13. #13
    crossjon's Avatar Campidoctor
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    Default Re: (V 0.02) Universal AI Project (Testers Needed)

    Here are some replays the first and second are using version one A.I. the third is using version two.
    Last edited by crossjon; November 15, 2012 at 10:17 PM.

  14. #14
    klesh's Avatar Senator
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    Default Re: (V 0.02) Universal AI Project (Testers Needed)

    I will help you test this. I don't have alot of time on my hands, but I will do what I can.

    As a fan of minor mods, having one to touch on the AI while still allowing me the control over other aspects of the game is something I have been looking for.
    Still playing Napoleon:TW

  15. #15

    Default Re: (V 0.03) Universal AI Project (Testers Needed)

    Can you make one that is just the BAI changes?

  16. #16
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    Default Re: (V 0.03) Universal AI Project (Testers Needed)

    I can but its really just an experiment at the moment.

  17. #17
    crossjon's Avatar Campidoctor
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    Default Re: (V 0.03) Universal AI Project (Testers Needed)

    Here's three more replays, all version 0.03

    EDIT: and two more
    Last edited by crossjon; November 15, 2012 at 10:17 PM.

  18. #18
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    Default Re: (V 0.5) Universal AI Project

    O.k. v0.5 is upl, the first i would consider a 'proper' release .

  19. #19

    Default Re: (V 0.5) Universal AI Project

    Quote Originally Posted by Josst View Post
    O.k. v0.5 is upl, the first i would consider a 'proper' release .

    Ahhh... now that TWC is back, I can give this a go!

  20. #20

    Default Re: (V 0.5) Universal AI Project

    Hi, I gave your ai mod a go on grasslands map. Austria Vs GBR, and Prussia Vs France: didn't play a campaign. I unlimbered by cannon and watched.
    Austria Vs GBR: Suicide cavalry was still a problem for me unfortunately. GBR sent a lone dragoon against me (I think because my cannon autotargeted it), and it ran into cannon and died. I noted that cavalry does tend to flank with a skirmisher accompanying on one side which was good. Can you tell me how you acheived this? Infantry shuffled a bit and then got into line formation in front of my position and put up a reasonable show but the units in front of the cannons were blown away, and caused routs on both their wings and gradual routing of the entire line. Cavalry on the flank charged my jagers but were entangled with the hussars and routed, leaving the general and cannons left on the field.

    Prussia Vs France was a similar story - only the suicide cavalry are a drag

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