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  1. Re: PiterAI Kingdoms (new Artificial intelligence)

    Thanks for the attention. Try to download again. I think I fixed it.

    Where is the forum where I can share this AI?
  2. Re: PiterAI Kingdoms (new Artificial intelligence)

    I came up with something like this:


    <decision_entry>
    <!--
    x2
    -->
    <min_entry stance="Allied"/>
    ...
  3. Re: PiterAI Kingdoms (new Artificial intelligence)

    I don't remember everything anymore because I did it a long time ago. That is not the most important.

    The main thing is to know that not everything works as it is described and some things do not...
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    Re: Better CAI "PiterAI" (smarter opponents)

    Battles are more difficult if CAI attacks with a greater advantage. Besides, your agents don't die so easily in normal. You can play vh / vh. It will only be harder.
  5. Re: PiterAI Kingdoms (new Artificial intelligence)

    Divide and Conquer:

    https://drive.google.com/file/d/1sTxBCXUXBIEYugtuawrKevZk5uJc93I2/view
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    Re: Better CAI "PiterAI" (smarter opponents)

    hard/normal or normal/normal

    You are installing correctly. My AI is more actively using the army. These AIs are quite different.

    Has little effect on BAI.
  7. Re: PiterAI Kingdoms (new Artificial intelligence)

    You do not have to do it.






    Screen:

    https://drive.google.com/open?id=10votKb6SAeWc7OhzQTL9h9MvH0P08zzn
  8. Re: Radically improved game experience(IdillaMZ Submod)

    By the way, in my opinion it is also very rude that someone spent many hours thinking about something new and better and can not write that it is better because someone else wanted to come up with...
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    Re: PiterAI (new Artificial intelligence)

    Try it, I don't want to work on it anymore :)
  10. Re: Radically improved game experience(IdillaMZ Submod)

    I think that few people were strong enough for a small ax to be effective against armor. If so, after a few blows they could be exhausted and unable to fight for a long time. That poor infantry...
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    Re: BULAT STEEL 2.1.5 LYNVO Edition TW

    I can't marry a princess.


    15:00:54.085 [system.io] [trace] file open,,mods/Bulat Steel TW 2.1.5/data/banners/symbols8.tga.dds,22000
    15:00:54.085 [system.io] [info] open: found mods/Bulat...
  12. Re: PiterAI Kingdoms (new CAI)

    I don't know if that makes sense but it's true. :D
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    Re: PiterAI (new Artificial intelligence)

    Only the AI ​​and game mechanics are changed. If I understood the question correctly.
  14. Re: PiterAI Kingdoms (new CAI)

    In my opinion, the attack on the settlement with the wall is is_neighbour = "false" but only during the war. I only study English for 2 years. Google translator works here :D
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    Re: PiterAI (new Artificial intelligence)

    For the retrofit mod.
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    Re: PiterAI (new Artificial intelligence)

    A small change in config_ai_battle and descr_campaign_ai_db also has a big impact.
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    Re: Piter AI (new CAI)

    Less loyal allies. Less frequent vassalizations. Others behave against the rebels. I don't know if AI is better than the previous version. Similar, harder I hope. Someone may prefer the previous one.
  18. Re: Radically improved game experience(IdillaMZ Submod)

    Very interesting. In that case, giving the poor "effectiveness against armor" makes soldiers fight in better units are idiots? (if they don't have axes). Maybe it is better to simplify and give this...
  19. Re: Radically improved game experience(IdillaMZ Submod)

    I know that rebels can be made a little more active. I wrote that they cannot be made like normal AI factions. The fact that rebels are stupid cannot be changed.

    I don't know why an ax should be...
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    Re: PiterAI (new Artificial intelligence)

    I don't have a link to this AI. :(
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    Re: PiterAI (new Artificial intelligence)

    Thanks. I thought it was impossible to start the game if there was an error in the code. Fortunately, this was not an important part.
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    Re: PiterAI (new Artificial intelligence)

    Do you have this AI on your disk? I am particularly interested in the descr_strat file with changed country borders and my campaign_script.



    You can change the descr_strat file in your...
  23. Re: PiterAI Kingdoms (new Artificial intelligence)

    I added a new link.
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    Re: PiterAI (new CAI)

    And how observations? :D Maybe you have AI on your disk because I lost it. :D
  25. Re: Radically improved game experience(IdillaMZ Submod)

    Unfortunately, this cannot be done. I tried. The rebels are stupid and it can't be changed.


    I created the AI ​​used in this submod. The creator changed them minimally. So he doesn't praise...
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    Re: Just wanted to say thank you.

    Very nice mod.
  27. Re: Radically improved game experience(IdillaMZ Submod)

    You can't play it because the creators are rude.
  28. Sticky: Re: With Fire and Sword 2 (Ogniem i Mieczem II) version 1.3 RELEASE + English partially machine translation

    A great modification! I'm impressed!
  29. Sticky: Re: With Fire and Sword 2 (Ogniem i Mieczem II) version 1.3 RELEASE + English partially machine translation

    https://drive.google.com/open?id=1llXdrj9rgmFZfDXbQCWYraRgw1xFWQyP
    Repaired artillery. Install to data folder.for example:
    C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total...
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    Re: Better CAI "PiterAI" (smarter opponents)

    AI goes crazy in almost all modifications because it can't manage so many armies. Inflation destroys many mods. AI begins to work well if we reduce our income. That's all. This is the most important...
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    Re: Better CAI "PiterAI" (smarter opponents)

    Very negative. The order to destroy the faction should be excluded.
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    Re: BULAT STEEL 2.1.5 LYNNV Edition TW

    Try with these files:
    https://www.twcenter.net/forums/showthread.php?803511-Better-CAI-quot-PiterAI-quot-(smarter-opponents)
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    Re: BULAT STEEL 2.1.5 LYNVO Edition TW

    AI implemented for modification is good. I had fun with the creation of AI recently and there were untested things there. I wanted AI to be more likely to break alliances because it's stupid that...
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    Re: Better CAI "PiterAI" (smarter opponents)

    descr_settlement_mechanics

    These settings are very important for the game to be difficult after 100 turns. I don't want to explain myself in English but try it, you'll like it.
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    Re: Better CAI "PiterAI" (smarter opponents)

    It does not work. :P

    Works differently depending on what you use: invade_buildup, invade_immediate, invade_raids, invade_opportunistic, invade_start, invade_none)

    <crusade_att_str_modifier...
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    Re: Better CAI "PiterAI" (smarter opponents)

    It's very funny. I forgot about this file. Today I tested different variants. I created one in which AI storms cities in the same turn in which the siege begins. None of the AI ​​can do that. If AI...
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    Re: Better CAI "PiterAI" (smarter opponents)

    It is there.
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    Re: Better CAI "PiterAI" (smarter opponents)

    This file changes a lot of things in modifications so I didn't change it. It's good not to be too high.
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    Re: Better CAI "PiterAI" (smarter opponents)

    Only these:







    It's complicated.
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    Re: Better CAI "PiterAI" (smarter opponents)

    I have a new idea for this script. :D 2 AI in one. It can be complicated.




    After these changes, AI on the battlefield is much more active. Cavalry performs a lot more attacks, and generally...
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