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Thread: AI Buildings and Armies

  1. #41

    Default Re: AI Buildings and Armies

    Thanks for the support guys. I have good news for you! The new version of the mod is now on the workshop:

    http://steamcommunity.com/sharedfile.../?id=761596200

    Please give me feedback, this will really help me to improve it even further. Have fun

  2. #42

    Default Re: AI Buildings and Armies

    Yes! Thanks a lot Celtik! I can start my campaign this weekend and will give some feedback after i'll give it a try!

  3. #43
    joedreck's Avatar Artifex
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    Default Re: AI Buildings and Armies

    Maybe you know this already. Maybe not and some Information could support your great mod.

    http://www.twcenter.net/forums/showt...ent-in-Rome-II
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
    Vote Brain Slug for president.

  4. #44

    Default Re: AI Buildings and Armies

    Quote Originally Posted by joedreck View Post
    Maybe you know this already. Maybe not and some Information could support your great mod.

    http://www.twcenter.net/forums/showt...ent-in-Rome-II
    Thanks mate. Indeed I already know those tutorials. I use Litharion's mod in Rome II and it was by studying his mod that I learned how to tweak the AI recruitment logic.

  5. #45

    Default Re: AI Buildings and Armies

    Is it compatible with AI mods?

    Particularly this one http://steamcommunity.com/sharedfile...&searchtext=ai

  6. #46

    Default Re: AI Buildings and Armies

    Quote Originally Posted by Marcus 123 View Post
    Is it compatible with AI mods?

    Particularly this one http://steamcommunity.com/sharedfile...&searchtext=ai
    I just checked the mod you mentioned and it is completely compatible with mine so you can use them together.

  7. #47

    Default Re: AI Buildings and Armies

    Mod has been updated and is now fully compatible with the latest patch and all DLC. Link to the Workshop: http://steamcommunity.com/sharedfile.../?id=761596200

  8. #48

    Default Re: AI Buildings and Armies

    Since yours touches how AI recruit, will this be compatible with the Agressive AI mod here on TW under hosted modification?

    Also, is Tier 4 really recommended for your mod to be better utilized? I don't use steam workshop so I don't think I'll be able to get it.

  9. #49

    Default Re: AI Buildings and Armies

    I think they should be compatible yes but it seems that this mod hasn't been updated for quite some time.

    It will work without the tier 4 mod. The AI won't be at its max efficiency but it will still be better than vanilla.

  10. #50

    Default Re: AI Buildings and Armies

    Mod update 20/11 - Chaos Rises -

    In addition to further improvements in the AI build order, this update brings two major changes:

    - The recruitment priorities for top tier units has been rebalanced for all factions. This will prevent the AI to recruit too many of them in a single army like 5 Giants, 4 Steam Tanks or 10 Black Orcs. And Skarsnik's love for Goblin Archers has been fixed!

    - Big changes to the Chaos Invasion. Many of you asked me if this mod was compatible with later/stronger Invasion mods. I decided to alter the script so the event will start later (around turn 100 instead of 80). All Chaos armies will spawn with full stacks and will include DLC units! Check out the new screenshots on the Workshop page. The number of armies scales with difficulty, you'll have even more of them in VH or Legendary.

    This update is savegame compatible. The files in the first post have been updated for those who don't use the Workshop.
    Have fun!

    http://steamcommunity.com/sharedfile.../?id=761596200

  11. #51

    Default Re: AI Buildings and Armies

    Hey Celtik since you seem to be a bit of an expert on AI behavior could you tell me if there are any differences in AI behavior on the difficulties beyond what it caused by the various bonuses?

    I am trying to work around the battle difficulty slider bug but running into some troubles with how the game deals with AI on the different difficulty levels.

    If i edited the difficulty variables only, then played with your mod, would this correct/mitigate any potential AI differences on the campaign map between normal/hard/vhard? {minus of course the increased difficulty of the chaos invasion script it looks like you added to harder difficulties}

  12. #52

    Default Re: AI Buildings and Armies

    Will this work with cataphs southern realms?

  13. #53

    Default Re: AI Buildings and Armies

    Quote Originally Posted by Goumindong View Post
    Hey Celtik since you seem to be a bit of an expert on AI behavior could you tell me if there are any differences in AI behavior on the difficulties beyond what it caused by the various bonuses?

    I am trying to work around the battle difficulty slider bug but running into some troubles with how the game deals with AI on the different difficulty levels.

    If i edited the difficulty variables only, then played with your mod, would this correct/mitigate any potential AI differences on the campaign map between normal/hard/vhard? {minus of course the increased difficulty of the chaos invasion script it looks like you added to harder difficulties}
    I would hardly call myself an expert, I just changed values, tested, changed again, tested again, until I know what's what and I try to improve it. I took a look at what you'd like to do and I honestly don't really know. A lot of those values and tables were there in Rome 2 and then again in Attila but some works only for Rome, others only for Attila. Who knows which one really works for Warhammer?

    Quote Originally Posted by Rashiakas View Post
    Will this work with cataphs southern realms?
    It will work, you won't see bugs or anything, at least not because of my mod. But the new units will not be in my new recruitment system. The AI may still recruit them but I don't know what it will do. It may recruit too few of some units or too many and create unbalanced armies, or it may be just fine. Honestly just test it and you'll see how it goes.

  14. #54

    Default Re: AI Buildings and Armies

    Quote Originally Posted by Celtik View Post
    I would hardly call myself an expert, I just changed values, tested, changed again, tested again, until I know what's what and I try to improve it. I took a look at what you'd like to do and I honestly don't really know. A lot of those values and tables were there in Rome 2 and then again in Attila but some works only for Rome, others only for Attila. Who knows which one really works for Warhammer?
    I think then, i am just going to mess with the values and hope the AI stuff isn't important. Thanks for looking at my issue

  15. #55

    Default Re: AI Buildings and Armies

    Mod has been updated and is now fully compatible with the latest patch and DLC. Major changes:

    - Custom build order and recruitment for WE, much improved over vanilla

    - Improved build order for all factions, while the Tier 4 mod is still the best solution, now the AI does well without it. To give an idea, vanilla build order and recruitment is something like 50% efficient, this version alone is 85% efficient and goes up to 95% efficiency with the Tier 4 mod.

    - Improvements to army compositions of the Empire and the Dwarfs

    - Added synergies to Norsca and Savage Orcs to ensure that all their regions have the appropriate recruitment buildings

    - Small improvements to Chaos armies. Norsca nerf removed, the AI should be able to hold the early invasion on its own now

    Thank you all for your support. Mod available here: http://steamcommunity.com/sharedfile.../?id=761596200

  16. #56

    Default Re: AI Buildings and Armies

    Can you post the file here ?? Much Appreciated if you can .Thank Your Sir.

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