Ultimate AI Mod
You won't find any better strategic AI than this!
Version 1.1
Author: Mesut aka GrandViZ
The Ultimate AI Mod is a complete redesign of the Vanilla AI, providing a more challenging and diplomatically active AI opponent.
Well, all the improvements that were promised for the previous version are now real!
Thank you all for our valuable feedback and sorry for the buggy version 1.0.
Download - you no longer need any other archives!
http://www.twcenter.net/forums/downl...do=file&id=971
Installation
See installation instructions on how to use the Ultimate AI.
Features
- Separate AI profiles for Papal States, Catholics, Orthodox, Muslims, Mongols (Timurids), Aztecs, and Neutrals
- AI backstabbing to alliances reduced to a reasonable minimum
- AI factions organize in lasting power blocks
- AI decision making evaluates global reputation, faction standing, situation of alliances, religion etc.
- AI invasion and defense parameter have been redesigned for best results
- AI attacks rebel settlements in the beginning with high priority
- AI concentrates its forces before attacking and attacks with bigger stacks
- AI defends settlements with more units
- Papal States will behave reasonable (for best results do not ally the Papal States)
- No alliances between islamic and christian factions, however human player can ally whoever he wants!
- Only limited alliances between catholics and orthodox factions
- Special relationship between the Pope and Italian states (Venice, Milan, Sicily) - Pope will ask for help when attacked
- Rebels will attack if they have the opportunity
- Balanced reputation system for more realistic results
- Balanced diplomacy system, so it feels more real
- AI will bargain more
- Increased movement rates for all units
- Balanced income for all factions
- Tweaked victory conditions
Other Mods using a version of Ultimate AI
Age of Darkness by RTR Fan
Deus lo Vult (DLV) by repman
Divided Kingdoms by Ronin
Extended BigMap by Spurius
Lands to Conquer 2.0 (LTC) by Lusted
Rise of Kings by Kushan
Road to Jerusalem by Rammstein
SPQR Style Medieval Mod by Angel & others
The Long Road by Ely Soto aka tornnight
Winning Combo Mod by Valkirah
Please also note, that not all mods use the latest version of the Ultimate AI. However this is the only one, that will have my support.
Changelog v1.1 *NEW*
- Added all the files into one single archive, installation with vanilla version should be very easy now
- Fixed passive crusades / jihads
- Fixed defenders leaving the siege
- Reduced war-madness without touching the help allies code too much (it still works, but has more restrictive preconditions)
- Enabled naval landings for further factions to improve AI performance
- Tweaked several files due to feedback from the community - thank you all!
Changelog v1.0
- Made improvements to every aspect of the mod!
- Streamlined invasion and defense AI
- Got rid off most senseless forced invasions
- AI concentrates more on few conflicts and doesn't go mad with the whole world!
- Added some new triggers in faction_standing.txt´
- Fixed a bug that would prevent the AI from attacking when at war
- Tweaked the diplomacy changes from last version even further
- Introduced a money script for AI (reasonable values) and rebalanced Kings Purse accordingly to give the human player the best experience (Challenging)
- Tweaked victory conditions
- Deleted the Aging mod from AltarisGreyhawk due to some issues in his script
Changelog v0.9
- This one is solely a diplomacy update (descr_diplomacy.xml), but its worth the effort!
- Increased the odds for ceasefire offers made by the human player (credits to DrJambo for the nice discussion).
- The AI will now make a lot more counterproposals in negotiations.
- Decreased the value of alliances, trade agreements, map information to reduce the possibility of exploits by the human player.
Changelog v0.8
- The default papal_faction AI is now quite passive. For best results don't ally the papal states.
- The papal_faction_passive profile has been deleted from the code - there is no need for it anymore!
- Made several changes to the invasion code
- Started to balance the descr_faction_standing.txt and descr_diplomacy.xml files, e.g. I got rid off artificial reputation normalisation and modified some event effects.
- Declaring war on a faction will now affect the standing to its allies as well (reduced effect of -0.2)!
- Added separate Aztec AI profile
Changelog v0.7
- Made alliances slightly better in regard to backstabbing
- Remade and optimized the defense code
- Remade the "help allies" code
- Increased the value of an human ceasefire proposal
- Balanced once more the modifiers for faction and global standing
- Made a new common profile for mongols and timurids (ai_label is mongols)
- Increased the income by 30% in my custom descr_strat.txt against v0.6 (decrease the income of the faction you want to play for a more challenging game)
- Changed the campaign to be 1tpy and included AltarisGreyhawke's aging mod
- The AI label papal_faction_passive seems to have a conflict with the hardcode, causing the game to hang, when you conquer the Papal States. Therefore I turned back to the active variant, until the issue can be fixed. The ai_label papal_faction_passive will still work, but I will not give support for it right now.
Changelog v0.6
- Changed income and starting denari in my custom descr_strat.txt to better reflect the economical power of factions at that time in history or for balance reasons (see .xls file)
- Changed global AI profiles of venice, turks, portugal, hungary, papal states
- Added a new alternative AI profile papal_faction_passive for those of you, who prefer a passive papal states, to use it change the ai_label accordingly
Changelog v0.5
- Added new AI profiles for orthodox and islamic factions (you have to change the ai_labels in descr_strat! see Installation)
- Added special stuff for the Pope
- Added Invasion entry for rebel factions
- Tweaked and optimzed alliance buildup, more realism
- Added code to prevent islamic - christian alliances, in the long run there will be more religious wars!
- Fixed a CTD issue in the invasion code
- Added a slightly modified descr_campaign_db.xml
Changelog v0.4
- Fixed (hopefully) the CTDs in version 0.3
- Less alliance crossing
- Increased the odds fors religious wars a little
- Balanced faction standing more in direction of vanilla settings
Changelog v0.3
- AI goes for alliances right from the beginning, so human player gets competition
- Toned down alliances a little, however there will be no senseless backstabbing
- Alliances will be more stable
- Improved invasion code against rebel faction in times of war
- Papal states and catholics use their own profile to achieve more religios animosities
- Papal states won't ally muslim or orthodox nations
- Papal states won't go to war with other catholics when not attacked (they will defend of course)
- Protectors will try more to keep peace with their Protectorates
Changelog v0.21
- fixed a nasty bug that would cause M2TW to crash
Changelog v0.2
- Redone the whole concept from scratch!
- AI takes now reputation and standing into account when making decisions!
- All factions act with the same baserules with exceptions for catholics and the pope!
- Next step will be to add religious animosities!