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    Re: [Amendment] Section 3 - Article I

    I agree with Aik on pretty much every point he raised.
  2. Thread: Skynet AI

    by z3n
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    Sticky: [Resource] Re: Skynet AI

    Some bugs from the original M2TW AI remain. Also if you don't like the papacy attacking I may be able to make a papacy AI label just for them.
    Although in CK3 they always attack other factions so...
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    Sticky: Re: Fans suggestion thread for future releases

    To follow up on this, Baktra confirmed this will be addressed in the new map as those issues were part of the initial impetus for him joining the team.
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    Sticky: Re: Fans suggestion thread for future releases

    A new version of the map is being worked on (for a couple of years now) and team members like bovi are making tools to ease the implementation of such a massive change to our systems of code which...
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    Re: Understanding Autoresolve

    Autoresolve is dependent on unit stats, but unit HP heavily influences results. It's been this way for a very long time (since RTW & M2TW). Sieges, and forts have autoresolve calculated differently...
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    Sticky: Appeal: Historians - EBII Needs you!

    https://i.imgur.com/9H5SFMY.png


    Greetings fans of Europa Barbarorum!

    Work continues on the mod. Historians help make the mod what it is, and let us all improve our understanding of the...
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    Re: Need advice: Building a new rig

    The hierarchy matters, an XX70 is a lot better than an XX60 (sometimes even across generations, or they become equal to each other).

    XX70ti is definitely better than a previous generation XX60 for...
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    Re: Need advice: Building a new rig

    Honestly you may be waiting a really long time for non scalper prices. It's a symptom of covid and people being at home, possibly nvidia encouraging this as well.

    At this rate I'd actually suggest...
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    Re: Need advice: Building a new rig

    Well short term the CPU you bought has a GPU but it's not super powerful compared to a discrete solution (a graphics card). Your intel GPU should get you by if you wanted to stick with that until you...
  10. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Battle xml config file. Export descr unit then movement speed modifier. Adjust those.
  11. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    For now I suggest downloading Qbittorrent and using that to download the torrent link.

    https://www.qbittorrent.org/download.php
  12. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Theres a way to force the engagement, or to walk an army somewhere it doesnt have a priority to go. Theres probably some small bug preventing that from happening, but I wasnt involved with that...
  13. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    The AI views any spawned scripted forces as miraculous free strength that suddenly appeared out of thin air. It's not aware that it's "supposed" to siege that settlement way out away from all its...
  14. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Not necessarily pairs; but some regions are more likely to be invaded.

    The AI will calculate naval invasions against multiple regions before deciding which looks the most promising.
  15. Re: Was the sarissa/pike really so ineffective in inflicting casualties on the foe?

    I'm not really sure where that's from but there was an entertaining discussion about the idea here. It seems like an elite phalanx could counter anything including rough terrain but levies could not....
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    Re: Orcs of Gundabad Reskin(WIP)

    Credit was at one point given in the OP (the edit version dated from approximately 2 years ago) for this image. However, with the most recent publicly visible version of the post this credit was...
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    Re: [Submod] Enhanced Campaign Movement (v2.35A R3.5)

    Wow, 750 turns in and it doesn't look too bad. I was hoping it would end up that way. :)

    I definitely was trying to stop the "to the death" wars, so that things would still be pretty interesting...
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    Re: Orcs of Gundabad Reskin(WIP)

    Note that all ToS sections will be strictly enforced, offensive orders or any language that contributes toward a hostile environment will have consequences.
    This is the final warning. I ask that we...
  19. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    To add to this, from my testing so far force_invade doesnt appear to do anything immediately apparent. Maybe at a large picture it does, where invasions are forced against that target as a...
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    Sticky: Re: Fans suggestion thread for future releases

    With respect to rebel garrisons you have to use the rebel min turn garrison setting, set it to 0 if you want them to move out or 999 if you dont. However past turn 999 in the unlikely scenario a...
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    Sticky: Re: Fans suggestion thread for future releases

    Honestly makute the only interaction movement has with retraining is the ability to reach a destination faster.
    The AI has always been able to retrain. Maybe said modders did not have their AIs,...
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    Sticky: Re: Fans suggestion thread for future releases

    This discussion has given me a burning desire to start a hotseat campaign tomorrow and verify with screenshots whether the AI retains units or not.

    Edit: its past my bedtime or I would respond...
  23. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    Get the x86, because the program is 32bit which relies on x86. Really I'd just go off the instructions, they're probably correct.
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    Sticky: Re: Fans suggestion thread for future releases

    Far as I'm aware the most recent mod testing indicates scripting in hotseats works the exact same ...
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    Sticky: Re: Fans suggestion thread for future releases

    Well like Dooz said, you can see for yourself in the hotseat campaigns what the AI chooses and does. A lot of things are very dependent on mod setup. There's variables to consider, for example, is...
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    Re: [Submod] Enhanced Campaign Movement (v2.35A R3.5)

    Thanks again for looking into this, I feel like it was a positive change to explore this overall. We were able to address a couple of new aspects related to movement like pirate ships and starting...
  27. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Sorry for the slow response got caught up with some things; I was referring to force_invade being set to false by default, not sure really how that even works (force_invade) since it doesn't appear...
  28. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    So would that mean multiple invade styles would work in the same way? The behavior seems to be mirrored between the two generally speaking.



    I believe force_invade is set to false on all...
  29. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Interesting, let me know what you find. I currently set it to 1000 for when at war (not the most ideal but theres no min max)


    Also as a tangent, I've had the following set now:
    ...
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    Re: Campaign AI Project

    First of all thanks for bringing this up again as a topic, I definitely need to test out @bitterhowls idea. I took a more contrarian approach to that one, I didnt get the impression (untested) that...
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    Re: Need advice: Building a new rig

    1 get it
    2 flashdrive, or burn iso to disk https://support.microsoft.com/en-us/windows/create-installation-media-for-windows-99a58364-8c02-206f-aa6f-40c3b507420d
    3 no idea
  32. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    If you didn't find time to try creating the decision entries yourself yet for testing I've attached the AI I was testing with to this post, it's based on a 2015~ version I created for EBII. There's...
  33. Re: General discussion (use of already implemented functions, etc.)

    Very interesting project, you've advanced M2TW quite a bit. :)

    I'm not sure if anyone from the EBII team already asked officially but we're interested in using it at some point within our official...
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    Sticky: [Tutorial] Campaign AI Pathfinding

    My own observations are that the descr_character file has two different options for campaign AI pathfinding 1) pathfinding calculations at the top and 2) default base movement points for character...
  35. Thread: Skynet AI

    by z3n
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    22,525

    Sticky: [Resource] Re: Skynet AI

    Never tried that, how do you go about it?
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    Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    It doesn't affect AI behaviour far as I know.
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    Re: The function of the hidden resource 'arguin'?

    No doubt a properly calibrated descr_campaign_ai_db will have a noticeable effect on horde behaviour. I suspect something like pts_desire and invasion priority, along with invade_opportunistic,...
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    Re: The function of the hidden resource 'arguin'?

    So did your tests indicate that the AI favors settlements with hidden resources or specifically the arguin resource?
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    Re: Loyal Antigonid trait

    A clarification, the majority of princesses likely won't be "royal" due to the game making royal ones descended from the FL rare by default. They will be noblewomen generally speaking and recruited...
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    Re: Loyal Antigonid trait

    It will be within the main release but the strat models might not be completed; they'll likely be placeholders of some sort. It's very likely we'll add an additional source of princesses aside from...
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