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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...
  4. 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...
  8. 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...
  12. 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...
  13. 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...
  14. 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
  17. 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...
  18. 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...
  20. Thread: Skynet AI

    by z3n
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    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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    Re: Teutonic order in the early campaign?

    I made this teutonic order submod a while ago, it has princesses enabled and a family tree, so its probably the one you remember. Although it's been a very long time since I played Stainless Steel.
  27. Thread: Qart Hadasht AAR

    by z3n
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    Re: Qart Hadasht AAR

    Upload the images to imgur and they shouldn't be deleted. They say they'll leave them on there "forever".
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    Re: Help with scripting

    http://www.twcenter.net/forums/showthread.php?118578-M2TW-Ultimate-Docudemons-4-0




    Good point, I copied the thread to the main tutorial & resource area. Renamed the thread there to "M2TW...
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    Re: Royal Ladies of the Court (RLC) for 6.4

    I added an updated download link to the OP courtesy of melooo182.


    Here it is as well:
    http://www.mediafire.com/file/ip8tb00c69iyq1n/RLC_new.7z/file
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    Sticky: [Tutorial] Re: M2TW Hotseat Game Testing Methods

    Some forms of monitors arent hot seat friendly as well, but I cant remember which exactly.


    It's to do with LocalFaction monitor conditions, possibly other ones. Someone like Withwnar or...
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    Re: Loyal Antigonid trait

    I believe VT Marvin originally scripted that but he's rather busy with work and family. We're introducing princesses at some point in the future, so that may make keeping family lines alive easier.
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    Re: [2.35A R2] Areuakoi siege battle CTD

    Are you playing Mac or windows?
  33. Sticky: [Resource] Re: List of non or mal functioning script terms (events, conditions and commands)

    toggle_perfect_spy could be added to the list: toggle_perfect_spy - only works in script although it needs to be prefixed with console_command
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    Sticky: [Tutorial] Re: M2TW Hotseat Game Testing Methods

    One word of warning, hotseats may disable segments of your campaign script due to the nature of the scripting engine within hotseats.
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    Sticky: [Tutorial] M2TW Hotseat Game Testing Methods

    This is a very simple tutorial but it will illustrate a testing method I use and probably quite a few others.

    1) Change the cfg to support a hotseat campaign (won't cover this process here check...
  36. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    So out of curiousity I decided to try out defend_priority today, while working on the AI.

    Guess what? Defend_priority still gets parsed and used by the exe which is confusing since the dev...
  37. Thread: Skynet AI

    by z3n
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    Sticky: [Resource] Re: Skynet AI

    As an aside, I'm probably going to make one or two more updates within the next week or so. Hoping to finalize things, but maybe they're never 100% final. :P
  38. Thread: Skynet AI

    by z3n
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    Sticky: [Resource] Re: Skynet AI

    Those <ai> values aren't in the descr_campaign_db vanilla file by default, they only entered the vanilla file after you overwrote it.
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    Re: [Submod] Enhanced Campaign Movement for EBII 2.35A R2

    Ahh, makes sense. There is probably a cap on movement for the AI, if not the player.
  40. Thread: Skynet AI

    by z3n
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    Sticky: [Resource] Re: Skynet AI

    If they dont have an absolutely overwhelming numbers advantage the AI sometimes prefers to wait. But I havent seen that myself yet, only been attacked directly rather than sieges.


    There are...
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