The scripting lua you provide causes the game to start with no money.
The scripting lua you provide causes the game to start with no money.
Yes,the same to me.
No money ,no army.
I have to say that I do really like the campaign AI changes, although I haven't really checked the battle AI and I'm not using the script due to its removing of all money. I was wondering however if you could make this mod compatible with Zera's sound mod, which is a favourite around here.
http://www.twcenter.net/forums/showt...a-s_Sound_v5-0
I've checked and this mod removes the sound effects from it.
OK I removed the scripting lua. Don't see how it removed money as I did not touch that. What about BAI?
THX,we also dont know why,please check it.
Battle AI seems to have been improved a bit. Battles last longer and they seem more like two groups that are taking cover rather then just standing in the open. I don't know if it is possible to make the AI stay in their trenches a bit more, as they still like to totter about in the open, but other then that it has had some big improvements, good work, definitely something that I would recommend. Looking forward to the fixed lua for British to be on mainland Europe
Ok, tested the mod some more. CAI is great and is really giving me some meaty challenge. As France, the Austrian-Hungarians have destroyed my main fleet, and are now sandwiching Alsace-Lorraine with a full stack as well as a German full stack.
However, the battle AI is still fairly weak. Although the range and accuracy settings have improved the actual fighting mechanics, the AI movement is still quite borked. They still tend to run about in circles, as well as walk towards enemy lines rather then charge them. They also still refuse to stay in their trenches, preferring to run about in the open where they get torn apart by artillery.These are however all problems with the default TGW mod.
I was wondering, Darth Vader's AI is a lot better at staying in their trenches, only moving out when a direct flanking is about to occur, maybe look at his files to see if that could help?
Good work though again
UPDATE: Added groupformation bin to GreatWar5_DB. See if that help with unit cohesion. Post one.
Wow such a nice surprise you made a mod for TGW too!!! I've tried your Empire Total War CAI mod and it was by far the one that I loved the most!!! I think I'll start a campaign with Serbia or Italy, any suggestions to not being destroyed in few turns?
best way to get AI to invade is to change victory conditions
AI does,nt do missions only humans
B¬)
I did not try the last update, I wonder whether UK is agressive now or not on the campaign map? And I hope there is no longer going bankrupt in 2. turn.
1) Did you change the script to be more historically accurate? like Italy joining allies and refusing alliance offer from austria-hungary or minor nations that joined the allies in the middle of the war like greece,portugal and romania? and a script that fallows the timeline of the war with invasions and movements? like germany invading russia and belgium and uk try to invade instanbul...
2) Let's say if i play as belgium-the UK will land forces to help me?
3)Can you try to use napoleon campaign maps (italy and egypt) to create a ww1 italian front and sinai and palestina front?
I dont really see a purpose for doing the Italian map but the Egypt map is something ive wanted to do for a while.
Italian for italian front
Britain still does not move with this new update I need help
hey Bran Mac Born did post a link for some of the new added features on the form cause I cant find em and the Campaigh AI thing Unpack the script into Napoleon /data/campaigns/ww1_main. Remember to backup the ww1_main folder first!
UPDATE: New startpos file with new victory conditions for Britain. Help Britain AI invade the continent. Switched Gibraltar for Oldenburg. Unpack and copy and paste into Napoleon/data/campaigns/ww1_main. Make a back up of the original startpos before you do anything.
Last edited by Bran Mac Born; October 23, 2014 at 06:03 PM.