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Thread: [submod] De AI Arbitriis

  1. #181
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis

    sorry Mr Wolf , was in a rush, it's only my fault lately for being too sharp. Maybe it would be better to be silent for me, but I can't keep myself sometimes (=always).
    Fact is that everything is % depending. So campaign could be good from your pov or could be bad from another pov.
    My pov is that DAIA, that I always considered fully compatible with early versions of 123, is a good submod to use for longer campaigns.
    Could be that Dresden, trying to balancing the "DAIA" version he put in vanilla, has touched something that makes DAIA no more fully compatible in overwriting terms.
    That remains still to be seen, imo.
    Thanks for reporting, Mr Wolf, and sorry, again, for my behaviour. When I'll have time and mind we'll return to analyze goods and bads about joysong's DAIA.

    @GS: you're great moderator, please let me know if my concepts and terms in these forums are not pertinent, and I'll return back in formation.
    Last edited by Jake Armitage; July 17, 2018 at 05:33 AM.

  2. #182
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [submod] De AI Arbitriis

    Quote Originally Posted by Jake Armitage View Post
    @GS: you're great moderator, please let me know if my concepts and terms in these forums are not pertinent, and I'll return back in formation.
    Oh I will, be sure about it.

  3. #183

    Default Re: [submod] De AI Arbitriis

    Quote Originally Posted by Jake Armitage View Post
    sorry Mr Wolf , was in a rush, it's only my fault lately for being too sharp. Maybe it would be better to be silent for me, but I can't keep myself sometimes (=always).
    Fact is that everything is % depending. So campaign could be good from your pov or could be bad from another pov.
    My pov is that DAIA, that I always considered fully compatible with early versions of 123, is a good submod to use for longer campaigns.
    Could be that Dresden, trying to balancing the "DAIA" version he put in vanilla, has touched something that makes DAIA no more fully compatible in overwriting terms.
    That remains still to be seen, imo.
    Thanks for reporting, Mr Wolf, and sorry, again, for my behaviour. When I'll have time and mind we'll return to analyze goods and bads about joysong's DAIA.

    @GS: you're great moderator, please let me know if my concepts and terms in these forums are not pertinent, and I'll return back in formation.
    All's well, no need to apologise. Everyone has off-days (me included, more often than not).
    Rome 2 with DEI is such a great game, that players just want the best experience possible and so sometimes people can come across as a little demanding, which would most definitely p**s me off. Anyways keep up the good work!

  4. #184
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis


  5. #185
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis

    I've made a 100 turns testing campaign with testudo huge, 12 tpy an DAIA.
    All seems fine to me, pack is fully compatible and works as worked months ago, before CA "renaissance".
    Consider that DAIA values are somehow hardcored and perfectly suits to my 12tpy hardcore style.
    Would be cool having a midway version (between DeI and vanilla DAIA). I'll do one sooner or later.

  6. #186

    Default Re: [submod] De AI Arbitriis

    Quote Originally Posted by Jake Armitage View Post
    I've made a 100 turns testing campaign with testudo huge, 12 tpy an DAIA.
    All seems fine to me, pack is fully compatible and works as worked months ago, before CA "renaissance".
    Consider that DAIA values are somehow hardcored and perfectly suits to my 12tpy hardcore style.
    Would be cool having a midway version (between DeI and vanilla DAIA). I'll do one sooner or later.
    That is good news, thanks for checking.
    I also started a new campaign, as Rome, but only for approx 65 turns and as you say everything seems to be functioning as expected. The barbarian factions are sacking, Greek factions are back to liberating (Greece is a constantly changing war-zone that is contested by all) but strangely enough the Medewi are still ravaging the Ptolemaioi and are handing their arses to them on a plate.
    I know it's a bit of a dice roll so i think i just had a pretty unusual one previously, which knocked a lot of the so called "Super Powers" out early.
    Fingers crossed normality returns...no wait...normal is boring

  7. #187
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis

    Quote Originally Posted by FrontierWolf View Post
    Fingers crossed normality returns...no wait...normal is boring
    Couldn't have said better!

  8. #188
    Joysong's Avatar Miles
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    Default Re: [submod] De AI Arbitriis

    @Jake armitage. so how are things going with DAIA. did you find stuff to improve?
    ;
    Campaign modder - Culture/AI/BAI - DB Editing

  9. #189
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis

    no, I never modded DAIA, only take a glance to tables and values a couple of times.
    I found it rather perfect for my gameplay style as it is.
    Anyway (after other things I want to do about testudo) I'll try to understand if there is something to improve, and make a medium version between DAIA and current DeI, probably.

    Cheers Joysong!

  10. #190
    Joysong's Avatar Miles
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    Default Re: [submod] De AI Arbitriis

    Quote Originally Posted by Jake Armitage View Post
    no, I never modded DAIA, only take a glance to tables and values a couple of times.
    I found it rather perfect for my gameplay style as it is.
    Anyway (after other things I want to do about testudo) I'll try to understand if there is something to improve, and make a medium version between DAIA and current DeI, probably.

    Cheers Joysong!
    the thing i hate in current build is that factions indeed sack of raze but then after that attack agian and somethimes take the settlement. which kinda kills the whole idea but maybe that moddable with other db tables or scripting. good luck!
    ;
    Campaign modder - Culture/AI/BAI - DB Editing

  11. #191
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [submod] De AI Arbitriis

    Dredsen has already tweaked similar values in our latest update AFAIK.

  12. #192
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis

    Quote Originally Posted by Joysong View Post
    the thing i hate in current build is that factions indeed sack of raze but then after that attack agian and somethimes take the settlement. which kinda kills the whole idea but maybe that moddable with other db tables or scripting. good luck!
    Yeah, I noticed. Not so problemtaic imo. Maybe some of the new lua functions from future DLC might work to solve that. We'll see.
    Thx Joysong.

  13. #193

    Default Re: [submod] De AI Arbitriis

    Is this working with the most recent updates/additions and the DLC?

  14. #194
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: [submod] De AI Arbitriis

    Should / must work. This lines are replacing DeI lines. If they fail AI will pick DEI but this is more problem of load order than compatibility.
    Nothing strange on map so far

  15. #195
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis

    ^yep

  16. #196
    Joysong's Avatar Miles
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    Default Re: [submod] De AI Arbitriis

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    Dredsen has already tweaked similar values in our latest update AFAIK.
    that's interesting. do you know where this is changed?
    ;
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  17. #197
    Jake Armitage's Avatar Artifex
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    Default Re: [submod] De AI Arbitriis

    Dresden changed values to be a sort of softcore DAIA but he didn't add all your faction's decisions_priorities, so DAIA is still needed as a possibility imo. At least for me and testudo.
    Then there are some new lua_functions that might be useful for something related, have still to try them.

    I'm planning to open an UNOFFICIAL submod compilation thread (with some submods that focus only on particular things) and, if you'll authorize me, do some variations to basic DAIA to be kept into new thread so I can have forum control over them. I'll insert also my simple customizations to cultural tensio, for having lighter CT versions, but I won't keep the official one.
    Remains clear and stated that credits and idea will always be yours.
    Let me know.
    Last edited by Jake Armitage; August 13, 2018 at 09:03 AM.

  18. #198
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: [submod] De AI Arbitriis

    Edited

    Hardcore CAI overview

    Every AI faction is Agrresive /Devious.
    Sparta should be very high even if it starts as tricky.

    My map exploded with wars. In 5 turns . Could be luck but devious faction (currently every) tend to declare war to much.
    Pontus is in war with 10 or more .
    Checking save game revealed this. There is more wars than I could expected. There is no chance that big faction could held off two stacks armies from small ones.
    Did not checked west properly but east is burning in multiple everybody vs everybody wars.
    Don't know how to tune that down. There is no chance that Greeks in the east "big ones" will survive.
    AI is picking intended decision. That part is holding .

    Devoius vs devious is war in few turns they do not even check their strength. Had two auto resolve runs only few faction are not in war.
    Difference is AI with green trust (trustworthy) do declare wars but devious or worse is in war with everybody.
    When eastern greeks declare war among each other, half of map joins.

    Trust will need change. On hardcore version . Even with that change there is no chance to avoid world war after 10 turns. This is quite new
    Last edited by Sonny WiFiHr; August 15, 2018 at 10:29 AM.

  19. #199
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: [submod] De AI Arbitriis

    IQ test are lie. I put wrong mod .
    My above post is about Hardcore CAI .
    Hardcore CAI only works with cultural tension if you want to have more than 3 factions on map after 40-100 turns.
    Played on auto resolve .

  20. #200

    Default Re: [submod] De AI Arbitriis

    Is this compatible with the newest update as well (the 17th) I imagine?

    (Dresden mentioned sub mods checking the tables to make certain, but is this only in the case of Rise of the Republic campaign?)
    http://www.twcenter.net/forums/showt...blic-Release!&

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