Search:

Type: Posts; User: bitterhowl; Keyword(s):

Page 1 of 13 1 2 3 4

Search: Search took 0.11 seconds.

  1. [Tutorial] Re: Post battle recruitment (for example Necromancy or Slavery)

    Thanks for tutorial! Thought about similar method for recruiting deserters from enemy army after large battle for Westeros submod. Or spawning them as rebel army after battle.
  2. Replies
    36
    Views
    2,414

    Re: TrueGeneral: Aimless Steel

    Thanks for your feedback. Well, archers are TruePain in the ass - my first aim in this Aimless project was making them more smart in defend battles and waiting for enemy in initial position in...
  3. Sticky: Re: Battle for the Baltic 2. 0 - Repack by Gigantus

    Is there any chance for those units to be here?
    https://www.twcenter.net/forums/showthread.php?802992-Searching-for-unit-model-s-origin&p=15879346&viewfull=1#post15879346
  4. Replies
    36
    Views
    2,414

    Re: TrueGeneral: Aimless Steel

    Well, trying TG with EBII is a best way to be disappointed. Because my initial impulse wasn't about "Make phalanx great again". I just wanted to improve tactical part in my Westeros submod, and...
  5. Replies
    36
    Views
    2,414

    Re: TrueGeneral: Aimless Steel

    Thanks for attention! I hope you already tried it saying it's impressive)

    I advise to choose project without BAI scripts included for testing TG, because you have to disable them previously and...
  6. Thread: AI vassal

    by bitterhowl
    Replies
    12
    Views
    1,564

    Re: AI vassal

    Interesting findings during CAI tests for BC 6.3 local submod.
    https://imtw.ru/uploads/imperiall/imgst/imperial1616669556_kingdoms_2021-03-25_11-12-19-75.jpg
    Here we see Galich (golden lion on blue...
  7. Replies
    1
    Views
    1,396

    Re: More Noble Families

    Want to report about critical CTD with Dynasty anc for Aragon. Often happens in mid campaign at CharacterComesToAge event, can't be avoided. Turned off those triggers for Aragon for myself.
  8. Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    https://www.twcenter.net/forums/showthread.php?771427-Azumi-s-simple-efficient-debt-script
    Much more kind to processor time.

    As for my work with 6.3 (only 6.3, had no deals with 7.0) - it's for...
  9. Replies
    15
    Views
    716

    Re: Several questions

    If we speaking about necroposting

    Got isolated fatal errors in campaign for Bellum 6.3 with Dynasty anc for Aragon faction. So had to replace that triggers. It seems that engine tried to apply 2...
  10. Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    I made my own optimization for 6.3, there was about 300 monitor_conditions which are absolutely unnecessary. Replaced them with EventCounter EventCounterType events and everything became much better....
  11. Replies
    49
    Views
    3,435

    Re: Faction specific formations is possible!!

    Since reverse modding came to town it will be very useful to see things about attack/defend/anti_cavalry/anti_infantry settings, supported_factions line in descr_formations_ai and how formation's...
  12. Replies
    36
    Views
    2,414

    Re: TrueGeneral: Aimless Steel

    Thanks for a question. Stat_charge_distance for infantry should be 5-10, for cavalry 30-45.

    Skirmishers parameters in EDU from "Skirmish optimization" tutorial.
  13. Re: Changing the first turn possible to launch a crusade?

    I think the meaning of removing crusades special_faction is a trying to repair broken vassal mechanics. Special_faction is suzerain and rest catholics are vassals.
  14. Replies
    59
    Views
    8,757

    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    All I find is about Medieval TW.
    https://forums.totalwar.org/vb/showthread.php/75234-How-Morale-Affects-Units
  15. Re: BELLUM CRUCIS 7.0 + bugfixer - SUBMODS and UNOFFICIAL PROJECTS Thread

    Got a good report on my TrueGeneral tactical AI minimod installed on BellumCrucis.

    https://www.twcenter.net/forums/showthread.php?804827-TrueGeneral-Aimless-Steel
  16. Re: Changing the first turn possible to launch a crusade?

    You can try to set crusade start turn to 999 and turn it off at least for AI.
  17. Replies
    36
    Views
    2,414

    Re: TrueGeneral: Aimless Steel

    Got a report that TrueGeneral works fine on BellumCrucis tactical battles.
  18. Replies
    59
    Views
    8,757

    Sticky: [Tutorial] Re: MTW2 Battle Scripting

    Can't find a thread about morale penalties on battlefield. Can someone give a link please?
  19. Replies
    13
    Views
    2,206

    Re: stat_health in EDU & autoresolve

    I can confirm it's working - fixing my CAI for BellumCrucis submod, set all mounted archers stat_health 1, 5. Previously all cavalry units had 1, 3. Got dramatic changes during campaign ongoing,...
  20. Re: Changing the first turn possible to launch a crusade?

    Great finding! Can't give +rep right now, sorry.

    Could you give more information about data format for other lines in this .xml?
  21. Replies
    64
    Views
    4,345

    Re: Campaign AI Project

    Thanks for removing it here!

    This thread deserves same fate I think -

    https://www.twcenter.net/forums/showthread.php?775599-Skirmish-Mode-Optimisation
  22. Replies
    5
    Views
    1,925

    [Tutorial] Re: Skirmish Mode Optimisation

    This great material also should definitely be replaced into AI Workshop.
  23. Replies
    36
    Views
    9,099

    [Tutorial] Re: AI Expansion

    Similar research form Nikolai1962 here https://forums.totalwar.org/vb/showthread.php/83709-Game-AI-stuff
  24. Replies
    64
    Views
    4,345

    Re: Campaign AI Project

    I think this thread should be replaced into AI Workshop section for gathering modding knowledge.
  25. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Some more important links here.

    This is twc old thread about LTGD logging by GED. https://www.twcenter.net/forums/showthread.php?193575-Campaign-AI-Project
    Maybe it should be replaced into this...
  26. Replies
    7
    Views
    2,685

    Sticky: [Tutorial] Re: Invade and Defend Decisions

    I want to share some old gems of "pre-reversal era" wisdom that I find.

    https://forums.totalwar.org/vb/showthread.php/95416-Campaign-Diplomacy-AI/page2
    Excellent research! CavalryCmdr and...
  27. Thread: Skynet AI

    by bitterhowl
    Replies
    146
    Views
    19,238

    Sticky: [Resource] Re: Skynet AI

    Well, maybe my idea of difference between non-neighbouring factions may help here.
  28. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    That's it. I think it's definitely works that way because it written in min/max conditions explanation


    min_section
    target_faction="england" :: target faction label (see...
  29. Sticky: [Tutorial] Re: Understanding MTW2/Kingdoms.exe Pathfinding, XML and the AI

    Want to join to your revelations of modding secrets with small showdown.

    I discovered that target_faction in descr_campaign_ai_db also has min/max entry. In vanilla it's england as min and slave...
  30. [Tutorial] Re: (Re)Emergent Factions via Missions Mechanics

    Great findings, thanks for sharing!

    Offtop - described example with Barons Alliance asking France to capture settlement for them remind me a bit about modern "colourful revolutions".
  31. Re: 5 11 2020 FINAL VERSION! FA FROM ALL THE MEMBERS FROM FA TEAM(COMPLEET MOD!)

    Interesting! How did you fix general and cavalry?
  32. Re: 5 11 2020 FINAL VERSION! FA FROM ALL THE MEMBERS FROM FA TEAM(COMPLEET MOD!)

    High Stevie! Still using TrueGeneral?
  33. Re: The function of the hidden resource 'arguin'?

    No, no, no, sir, I believe we'll fix it.
  34. Replies
    59
    Views
    11,621

    Sticky: [Tutorial] Re: AI Personalities

    Maybe it's still not late to place this thread into this subforum.

    https://www.twcenter.net/forums/showthread.php?759547-PiterAI-Kingdoms-(new-Artificial-intelligence)
  35. Replies
    7
    Views
    2,685

    Sticky: [Tutorial] Re: Invade and Defend Decisions

    And what about mysterious and mighty invade_opportunistic recruit profile?
  36. Replies
    59
    Views
    11,621

    Sticky: [Tutorial] Re: AI Personalities

    All I wanted to say (for future modders of course) is to be very careful in compositing decision blocks and be shure what exactly you order to AI with your code.

    Because only now (thanks to this...
  37. Re: Checking whether AI has ships and if not, then spawn them a navy

    Ah, yes, I remembered same script with FactionwideAncillaryExists for BellumCrucis I tried to optimize. I used there IsFactionLeader - if character is not FL monitor ends at first line.
  38. [Tutorial] Re: Know how about invasions and Ai-horde-mode behavior (for advanced users)

    No, it wasn't an answer, it's just sharing experience of good working horde for Mongol invasion without any scripted sieges and movements.

    I believe it's a powerful mechanics and if used targetly...
  39. Re: The function of the hidden resource 'arguin'?

    All the advised things was done by me, I posted initial data from mod.

    I set recruit_priority to high numbers (I believe higher number increases recruit - I lowered it for siege engines in...
  40. Re: Checking whether AI has ships and if not, then spawn them a navy

    Good idea!

    For the sake of optimisation CharacterTurnStart event should be changed for something less frequent one. Does FactionTurnStart export FactionwideAncillaryExists condition?
Results 1 to 40 of 500
Page 1 of 13 1 2 3 4