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Thread: Download Better Aggresive CAI for Attila V 4.2 Official Release

  1. #1381

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    sorry for my english, I'm from Ukraine: Свист

    There fraction A fraction of her friends in, faction faction of friends in C. In a fraction A fraction with no common borders and no seaports. I would like to make possible trade between fraction A and fraction C. And so on.


    Or at least open to trade not only through the capital, and in any teritory.

    I think a great idea to improve the economy of your mod. Exclusive.
    If you look at history, there was the Silk Road, through many countries traded, and the game does not.

  2. #1382

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    There fraction A fraction of her friends B and faction B friends fraction C. I want to teach himself computer and trading fraction A fraction C.

  3. #1383

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release


  4. #1384
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    In order to trade you do require your land connected with other trade patner faction, its already game mechanic standart setting by C.A

    I would like to make possible trade between fraction A and fraction C. And so on.Or at least open to trade not only through the capital, and in any teritory.
    In theory its do possible buts its never been done by anyone, i think its related with modifying trade node via esf, in order to answer your question its require modder than have knowledge creating new map, using warscape engine,sadly i never dig deep into creating new map. But i know for sure its require you to fiddle with trade nodes.

    I think a great idea to improve the economy of your mod. Exclusive.
    There is easy ways without doing extra hard stuff, if what you want just extra money

    1.Cheat engine (oh yeah baby instant 1 million gold :XD)
    2.Increase money gain from tax and other resouce via modifying actual wealth they produce, similiar like Radious done.
    3.Tweak the campaign difficult handicap for player, so you can recruit or build something with half cost, quater, or even free

    If you look at history, there was the Silk Road, through many countries traded, and the game does not.
    I think the game only know silk road via sea route, Land route ?? Nah never see it, unless you able to fiddle with trade node via ESF, good luck breaking it . I prefer playing Witcher III then tweaking ESF, honestly

    sorry for my english, I'm from Ukraine: Свист
    Its okay i am not too good with english too. úsměv. Google translate do make zázraky this day isn't
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
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  5. #1385

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    I understand you perfectly. Cheat I do not need, simply a mechanism for advanced trading wondering who would AI amplifies longer produced and disposed of resources. I thought that everything is simple, for example, in the table the values 0 and 1 change will work: D

    p.s. Is it not written in the tables of diplomacy with whom you can contract to do and with whom not? (Weakly believe that trade routes were drawn by hand)
    the second thought that is registered in the tables of roads, but where to find again I do not know

    p.p.s Thank you very much for the answer

  6. #1386
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    p.p.s Thank you very much for the answer
    You welcome, what you ask its not impossible stuff, buts for now its just undiscovered the way to do that.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
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  7. #1387

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    Hi,

    I made a custom startpos overhaul for Attila. At early progress of my work my startpos worked nicely with ya mod.
    But at some point it started to crash, I spent much time for testing purposes, but I don't find the incompability.

    Altered (start_pos) tables are:

    - _calenders (12tpy)
    - _character_to_settlements
    - _characters
    - _diplomacy
    - _factions (religion, cai_personality, playable, ismajor, cdir military generator config)
    - _family_relationships
    - _horde_details
    - _land_units
    - _naval_units
    - _past_events
    - _regions
    - _settlements
    - _technologies

    My questions: Is there any table (or value in those) which you guys or the master himself says: This should not be tweaked if I wanna make it work with better cai???

    TiA,
    Kurk

  8. #1388
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    My mod should work with any statpost custom editing, since i dont edit any of statpost stuff, well if you ask me personally probably you can start by any stuff that related with cai, such as

    - factions (religion, cai_personality, playable, ismajor, cdir military generator config)

    I do understand your feeling since early game its proved okay, and on late game its result crash. Hard to say what realy cause the problem.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
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  9. #1389
    Slashas's Avatar Miles
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    When I play with the easy module, the AI does not seem to upgrade their buildings, I see cities with still level 1 towns, over 100 turns into the game. I play with Imperialem Economiae aswell!

  10. #1390
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    And have you try to play without Imperiales Economy and compare the result again ?
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
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  11. #1391

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    So I've started another campaign as the ERE and it's going surprisingly well so far. The Huns seem to be moving around a fair bit but it's still early days. I made some edits here and there to spice things up a little:

    - Lower religion conversion value --
    - Remove some of CAI variables (renable Ramp)
    - increase siege times slightly
    - increase cost of colonize/resettle
    I gave myself the ability to build T3 villages and cities at the start. After fighting the Sassanids for 2-3 campaigns I was getting a little sick of fighting without cool settlements so I upgraded most of the front line to walled cities and T3 villages. One thing I noticed was that I tend to fight the sassanids from the start, so by the time I have walled cities and cool armies the only enemy equal to me is dead. The Huns don't attack till like 420AD and normally I beat the Sassanids by 405AD which leaves lots of turns of waiting. It's much more fun to fight the toughest enemy on the map with decent armies and good defences, plus it's nice fighting decent armies instead of levy's.

    Currently I'm at 405AD and I've kept the peace with the Sassanids through lots of gold and clever diplomacy. When I've built up my armies a little more I'll start the war and it should be epic, T2-3 infantry armies fighting it out.

  12. #1392

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    When using Radious, is the difficult levels the same as described in the first post?

  13. #1393
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    Its will used BACAI setting system and difficulty, you may notice the lack of money for example compare to the original radious.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
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  14. #1394

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    How do i reenable razing? On my legendary longbeard campaign, my towns got wiped and i entered migration. I wanted to raze a town but instead my guys occupied it and i've lost all my migration buildings. i don't want to settle down. Any way to fix this?

  15. #1395
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    Just use the sub option that allow barbarian to raze , have you look on sub option folder inside Better Aggresive CAI folder before asking this question ?

    Forget one things, once you enabled it, its allow you and AI to use raze, and its also cause unwanted effect.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
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  16. #1396

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    Finally i have activated now sacking and liberating in my campaigns, left it on the value "0" @ "cai_personality_occupation_decision_priorities" and gave loot and occupy the value "999".

    and what can i say it works now !


  17. #1397

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    and it's better to give a low negative value in "cai_task_management_system_task_generator_groups_generators_junctions" to:




    "CAI_TMS_TASK_GENERATOR_RAID_RECENTLY_SACKED_SETTLEMENTS" and



    "CAI_TMS_TASK_GENERATOR_ATTACK_RECENTLY_SACKED_SETTLEMENTS"


  18. #1398
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    Quote Originally Posted by minos123 View Post
    Finally i have activated now sacking and liberating in my campaigns, left it on the value "0" @ "cai_personality_occupation_decision_priorities" and gave loot and occupy the value "999".

    and what can i say it works now !

    Can you confirm that minos ? I also give it 0 as value and still the AI still use the option sack or nuke ? Do 999 was the game breaking AI value ? Anybody can confirm this ?
    In early BACAI attila i also try to give 0 on sack and nuke but still the AI was able to use it, but if it work then i glad then to reactive all option back.

    Quote Originally Posted by minos123 View Post
    and it's better to give a low negative value in "cai_task_management_system_task_generator_groups_generators_junctions" to:




    "CAI_TMS_TASK_GENERATOR_RAID_RECENTLY_SACKED_SETTLEMENTS" and



    "CAI_TMS_TASK_GENERATOR_ATTACK_RECENTLY_SACKED_SETTLEMENTS"

    Now about negative value have you experiment on it yet and what the result ? So far from my last experiment give 0 already enough to shut down the option, but still the AI manages to ignore it, i even try give it some minus value but the result still same . Last negative value i try was between -1 to -10 .

    Its also raise another problem lets say player able to sack, A province have been sack, the AI bring full army in retaliation but ignore the sack city instead recapture it again.
    More info is welcome
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
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  19. #1399

    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    The AI does sometimes completely ignore some DB values, no idea why. For example as a test I set colonization costs too 1,000,000,000 and the AI still occasionally colonized areas even though it was clearly impossible. Quite annoying really.

  20. #1400
    Radious's Avatar I came, I saw, I modded
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    Default Re: Download Better Aggresive CAI for Attila V 3.7.2 Official Release

    Quote Originally Posted by the herald View Post
    The AI does sometimes completely ignore some DB values, no idea why. For example as a test I set colonization costs too 1,000,000,000 and the AI still occasionally colonized areas even though it was clearly impossible. Quite annoying really.
    AI in script has colonisation for free, always. That cost is only for player. Yet its sometimes very lazy to colonise anything.

    Winner of the 2011, 2012. 2014, 2015, 2016 and 2017 Modding Awards in Total War Shogun 2, Rome 2, Attila, Warhammer 1 and Warhammer 2.
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