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  1. #1
    xeryx's Avatar Follow the White Rabbit
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    Default XAI V2.16 Thank you!!, now closed

    XAI 2.16 - The Dark Saga continues!

    "Lord Vader!! the Rebel Alliance is being crushed by Knight Xeryx's Android Intelligence as we speak.."

    First of all, I want to thank the Open Beta Testers of V2.12 for your help, it was invaluable. With that help, I was able to target and eliminate many inconsistencies in performance. credits at the bottom.

    INTRODUCTION:
    I wanted to be challenged in the campaign, so I took a different approach to making a completely new AI. Frankly, I was surprised that it even worked as well as it did during the first open beta. In fact had I used the XML cook top we would have had a working AI many months ago, because it has a good self checker. I have never used xml, until this game, so I am learning. I am not claiming to better than any of the other modders either.Be careful modders when using this program though it has caused me setbacks, by using old templates it ruined 2 versions and about 20hrs worth of work.

    As you all know, one of the major areas that needed improvement in Medieval 2 is the Campaign AI. My goal is to improve the AI so we do not have to keep handy-capping the Human player. This single file controls or influences diplomatic relations , defense and attack decisions and can also be tuned for specific behaviors for factions and religions. It is a very powerful file when put in the hands of a creative war monger!! So, I decided to take on the daunting task of re-writing it. This is the fruition of my work, and I don't expect it to be perfect. This is not an open beta it is a release candidate, barring any major bugs. I want your opinions and ideas, so we can make a much better AI and keep improving it, in the end. This version is fully operational, there will be more tweaking as reports come in.

    It took me a few months of working with the AI to understand how it worked; this effort has finally paid off. I kept things as simple as possible, but expanded the AI significantly. This mod as far as I am concerned is still in a beta state, and will require extensive testing to balance and make sure it works completely. So this will continue to be a work in progress. This XAI is actually more complex than you may think, even the order in which decisions are placed, matter. So I highly recommend that you keep this XAI intact and whole.

    CA said themselves that the Campaign AI and the Diplomatic AI work against each other, however I disagree. The campaign AI was just very, very poorly written (just stating the obvious) and broken. It was definitely not written by anyone who understands strategy games and by that I mean they did not know what is strategically and tactically important. Which brings up the next question, if it took me a matter of months to write an AI that might actually work, why did CA not put forth the effort for the 1.2 or Kingdoms release? CA had plenty of time to fix this al the way from RTW. This is honest criticism, and when you play this XAI, CA you will understand why! I can take this staunch stand and why the Dark side is so powerful!! For all the people that use this mod, take time and send CA a note in their forums

    To fellow Modders; This mod is designed to be used with any mod, just please follow my simple directions Please be aware that other files will need modded for re-balance and compliance, because of the now working AI. These files include the; desc_faction_standings, the desc_strat file, desc_diplomacy,desc_sm_factions file. These files all work together with the XAI file and are very important to achieving a "Balance" that you desire for any mod. So, I recommend that you have to have an understanding of these files before attempting to blame the "XAI"!
    I want you to understand now, that this mod has only been tested with Darth mod 1.4D, NOT OTHER MODS!! If you want to use it with other mods, feel free, but you will definitely find balancing issues with them and I won't support it until I have the time.

    If you play and you find that you love the mod and think that it should be an integral part of your favorite mod, then you need to POLITELY ask the developer of the mod to evaluate this mod, then they may include it in the next release. I will not be responsible for how it interacts with other mods! I have designed this mod to easily be integrated into other mods, there are no special "Darth mod" commands. but minor file modification will be necassary in order to activate all android AI's.

    Some things you need to understand, about the AI, there are a number of other files that affect the AI directly. I cannot be responsible for how they are modded, in either Darth mod or other mods.
    1) The auto_resolve dramatically affects expansion of factions.
    2) The Rebel garrisons dramatically affect expansion
    3) The Production AI "balanced smith" dramatically affects expansion.
    4) The Amount of religion in your starting provinces affects expansion, and also new territories.
    5) Starting available troops vs garrisoned troops

    With that said this AI will expand, and will make smarter decisions about the places it expands to. I have seen many naval invasions to settlements and many sieges that fail, because of the Auto-resolve and Map's garrisons. So, you need to pay attention with the toggle_fow of what the AI is doing, before complaining.

    SPECIFICATIONS OF CHANGES:
    This mod is completely new. There are only a few of the necessary original commands left in the AI. There is now an AI for the following factions or religions “catholic_faction”, “orthodox_faction”, “papal_faction”, “islam_faction” and of course “default”. The XAI is much bigger but very efficient. Each AI has the same basic default XAI “MATRIX”. There are however many religion specific commands that allow the different factions to work properly. I increased the “default” AI by over three times. I have majorly increased the decision power of the AI.

    The MATRIX:
    Let me first explain how the Vanilla and most other AI's work.
    The AI consists of many "conditions", as it goes through the list and if a condition is met, then the analysis stops and that decision is used. The decisions have 2 areas, Defense first, then Offense. These are sub divided up into 3 areas; diplomatic decisions, @war decisions, and finally Neutral decisions.

    The XAI Matrix is a system of early out first then cumulative decisions. Having the early out diplomatic decisions is good for allies and such, that way it takes less time for the computer to take it's turn. XAI Matrix uses some diplomatic or religious rules of engagement to continue evaluating potential threats, so the order in which you place these decisions is vital. The "MATRIX" is specifically designed to work together with other decisions to determine your threat level, this allows the AI to keep it's territories defended, and react swiftly if attacked , say buy an ally. I have been playing strategy games for over 25 years, I know what is important for a successful attack and defense on both the Tactical and in this case the Strategic level. As long as the values used actually do what they should within the CA programming, then the defense and offense of the AI should be significantly better. You will be challenged by the XAI like never before!!

    No other CAI mod that I have seen uses this system of cumulative decision making, or a complex process of commands working together. That is the "Matrix" because it is a matrix of decisions, not just one line commands. That my friends is what makes this mod REVOLUTIONARY!!

    Major accomplishments of this mod!
    The default AI, which is the basis of all the AI's, is over 4x as big. I have tried to use the "Kiss" methodology and use as simplified models as possible. However, it was necessary to increase the diplomatic and religious decisions for the AI's in order to get the correct flavor of the game. This is not a finished work, it is only a core mod. This was just the first step in getting medieval 2 to work properly. It is also the most importand step to enjoying Medieval 2 again, as it could have after patch 1.2. You will see many things happen you haven't seen in a long time!! I really hope you have fun now, as I knew the game could be great!! This mod will breathe new life into the Med2 community!!

    1)I have completely re-written the Papal states AI, it will attack when @war (crusades or you are excommunicated) It can and will defend itself if you invade its territories. The Papal States may attack Islamic and Orthodox states in certain times, but overall should be passive. I recommend not taking them lightly, and I wouldn't get excommunicated either. You need to respect the POPES authority now!! They will also expand to rebel settlements after turn 20.
    2)There are now seperate religion AI's, papal, catholic, orthodox, and islam. They all have different relationships with each other, giving a religious flavor...this may need tweaking
    3)Vassalage is now rewritten and is considered a last attempt at survival as no independent nation wants to be under rule of another country unless they have no other choice. If you are powerful enough, you can get vassels. I may, in the future restrict vassalage to the religious faction.
    4) Naval invasion is going to happen be prepared for it!!
    5) The Xai will put up a ferocious fight!! it won't be easy any more!!
    6) There is much more but I want you to experience the Darkside!!
    7) Alliance's happen more naturally (But keep in mind this can be heavily influenced by your diplomacy file)
    8) Many large stacks of troops
    9) You will see stacks guarding key crossing points.
    10) Troops react to boarder build-up, and or troops move to intercept crossing stacks.
    11) Bordering nations will declare war on common enemies, and the will ally with you.
    12) The desc_fact file works properly when setting up pre-determined wars
    13) AI will first convert provinces to thier religion, before conquering
    14) AI uses ambuses galore, be careful
    13) AI will shift it troops to the battlefront!! Via Land and Sea!!
    14 ) Signifigant improvement in the time turns take!!!
    15)because of exclusive use of the Priority system instead of the random system, the AI will hold true to it's objectives and will agrressively pursue them and you!!
    The rest is up to you to see!!

    This new AI also makes the Description Strat file much more important for setting up the starting standings between factions. MANY commands in the “Vanilla” AI overrode these standings, making them handicapped. Also the production AI's are much more impotant to the faction, because of the passiveness, that some of these can cause.


    Change-log from 2.1 to 2.11
    1)General AI; I fixed the few instances of forced invasion, these include Alliance backstabbing, Ceasefires, Allies protectorate, and Allies Vassal in all AI's
    2)General AI; Nations attacking slaves is a higher priority, it is a forced invasion item ATM, however I may change this later to a priority system.
    3)Invasion AI; Removed all instances of "invade_raid" and replaced with "invade_opportunistic" Should work much better, and keep stacks larger.
    4)Defense AI: Removed all instances of defend_raid and replaced it with appropriate defenses.
    5)Neutral Invasion AI; Value in an opportunistic invasion was incorrect.
    6)Decided to try something, and moved special rules for factions to the Top part of the section.
    7)Papal AI; Added a minimum value for them to be able to attack, we'll see how this works. It should make them much more passive towards Catholics and Orthodox
    9)Orthodox, Islam, and Catholics had incorrect values in their special rules for attacking other religions.
    10)Re-wrote rule for Catholics attacking the Papacy.
    11)Added a rule for the Catholics when dealing with the Orthodox (must have got deleted originally)
    12) Changed the Values for the bonuses or penalties for the religious rules for the different religions (AI's)
    13)Religious difference rule will most likely only work with 1.3 versions of Med 2 or if you have Kingdoms (you are good to go!!)
    14)There were a few other minor changes but not worth mentioning.

    CHANGE-LOG 2.12
    1)Found duplicate entries for the Orthodox faction; removed (hopefully this will fix the inactive behavior of the Orthodox AI)
    2)Increased priority "chance" for dealing with rebels by 10%

    Change-Log for 2.14
    1) Added difficulty rules for human players (HMMM)
    2) Added Vassalage rules.
    3) Re-worked the "matrix" rules of production to be more reliable
    4) Re-ordered many of the rules for their importance.
    5) Fixed-many texts errors (probably have more too)
    6) Added in is_neigbour commands to front line rules, so ships do not mess up calculations.
    7) Re-adjusted Invade_priorities for balance. This accounts for the weight of the decisions and adjusted levels for @war and neutral
    8) Adjusted many religious specific rules.
    9) Added faction standings adjustment to certain rules, where applicable
    10) Lowered the wanting alliances values dramatically

    Change-log for 2.16
    1) Fixed the whole entire file again..damn templates!!
    2) Enlisted Naimad for error checking!! HUGE HELP for balancing the Diplomacy!!
    3) put continue commands in many more enteries, as the Ai was not evaluating all decisions
    4) Reordered many more command, and moved some commands back to proper sections.
    5) Balancing of alliances, reduced to fractional values as they are all cumulative
    6) Introduced new Priority system for attacking rebels!! This fixes pre-defined wars
    7)adjusted Rebel attack priority
    8) Moved Difficulty rules so they are always read.
    9) Added separate religious rules for humans.
    10) restricted the Pope from expansion for 20 turns, vs 10 of other nations
    11) adjusted auto resolve to be more inline with what a good human opponent can do.(file included)

    DIRECTIONS FOR USE:
    USE WITH DM1.4C it has been leveled for that!! use in other mods is upto you, but you will be responsible for balancing not me!! Unless you have a Major mod, and need help go read the modding forums like I had to!! I'm not trying to be mean, I just really do not have the time right now.

    Files included; I am including DM1.4D files!! You can use to compare the changes you need to make to your own files!! The fixed DM1.4c (desc_strat.txt) file to go in your campaign map directory it has the factions already edited and the Madeburg fix.( NOT NEEDED ATM Modded (desc_sm_factions.txt)) and the (desc_campaign_db.xml) and the most important file the XAI (desc_campaign_ai_db.xml). Later after more balancing I will include my diplomacy file and my faction standing file!! That will make my work complete as DXAI a DM1.4D mod.

    1)Please backup any files before overwriting existing ones, Simply unzip this file, then copy to the desired MED2\DATA (these files must be added; (desc_sm_factions.txt) (desc_campaign_db.xml) (desc_campaign_ai_db.xml))

    2)Manual editing of the desc_strat file: You will then need to open up; my particular directory medieval ii total war\MOD\Data\world\maps\campaign\imperial_campaign\(descr_strat.txt file) or use the file provided

    3)If you are using on another mod, then you must edit the desc_strat ai_labels. These MUST be changed or the AI will not work properly!!!

    Use the Find command to find the ai_label, for example.

    “ai_label(tab)catholic” {gets changed to} "ai_label (tab)catholic_faction"

    These are the available AI’s
    papal_faction (Bact to original)
    orthodox_faction
    catholic_faction
    islam_faction
    default
    slave_faction


    You must start a new campaign to see the full effects of the XAI and it will be immediate trust me!! ALSO you MUST USE --io.file_first command in either your bat file or command line when launching


    Lastly if you use the XAI for a mod, you must give credit to Xeryx and Niamad. For as much time we put into it, that is a very small reward. You do not need permission to use, as we did this mod for everyone!!

    REPORTING:
    Please keep a log of significant things and keep playing; I want you to play at least 20 turns before reporting. Diplomatic activity is fine to report. Just not how easy it may be. I need your reports to be very detailed so that I can track bugs or make adjustments. If you give me a generic report, I will give you a generic answer. You MUST include, what mod you are playing with (should be Darth mod), what faction (very important) and what difficulty. You may post screen shots if you wish.

    PLEASE REMEMBER
    This is still BETA and really my first mod for Medieval 2, so there may be issues that I haven’t seen, and we will correct them as we go. I am easy going. Just remember , I do have a life outside of modding and playing computer games. So, I will not always be around but will hopefully be able to respond in a timely manner. Otherwise my second in charge Naimad will help you, if possible.

    Testing Methodology UPDATE:

    TESTING METHODOLOGY:
    Play on any level, I recommend AUTO-RESOLVE (This is to make for speedy gameplay) play as any faction you like. I want you to try and break it. Depending on the mod you may get different results for diplomacy, and how frequently wars break out. You can use the toggle_fow command in the console to see the rest of the world.

    I know that this is a daunting task, testing this AI as there are soooo many variable. Naimad and I are working on Diplomatic rules and values for the next version. We will end up modding the Diplomacy file, and other files that affect your relations with the Pope and other factions.

    What I am concerned about this go around on the second Open beta is testing the defensive and offensive capabilities of the AI. I only need an overview of the diplomatic situation. As long as the Ai is expanding to rebel provinces at a steady rate that is all I really need to know. I do need to know if different religions are having trouble with this though as this may be a priority level adjustment needed.

    So with this being said, I need you to test the AI's reactions to you going to war with it. What does it do if you build up troops on it's border? How well are the cities garrisoning troops and what are the levels of yours. Is the AI expanding it's cities? Are they intercepting your armies during invasion? Are they using ships to bring in armies? I need this kind of information to make sure the XAI is using the right decisions. So we are looking mainly for "Strategic" information. This version it will be a "light" testing. I'm not going to ask you for your logging information to analyze.

    HERE IS THE STAINLESS STEEL 5.0 Version for the XAI- Just give it a try Post your Stainless Steel Comments here, Darth mod comments in the DM forum
    you must place it in the following directory.

    \Med2\mods\Stainless_Steel\data\world\maps\campaign\imperial_campaign
    Last edited by xeryx; October 21, 2007 at 09:18 AM. Reason: SS5.0 version posted.
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  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: XAI V2.1 Open Beta Begins.

    Can you tell us it's features? i.e. What should we expect?

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3
    delra's Avatar Praepositus
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    Default Re: XAI V2.1 Open Beta Begins.

    Xeryx: Aren't you the guy who continues Darth's work after he has left the community?

  4. #4
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.1 Open Beta Begins.

    Yes, we are continuing with Darth's work. This is a separate project private project. I want to have an OPEN BETA first to make sure everything works correctly. Then we will see if it will be incorprated into DArth's.

    Testing the Campaign AI is a HUGE task, It will take many people to test for like at least 100 turn if not 500. To get an idea of how the AI is working. That is why I went to different forums and posted, and why I opened a new thread outside of Darthmod. I need as much testing as possible.
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  5. #5
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.1 Open Beta Begins.

    I have a new Beta version 2.11 you may download here

    http://hosted.filefront.com/xeryx

    to jump to forum link go here.

    http://www.twcenter.net/forums/showthread.php?t=123990

    I made many changes!!
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  6. #6
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.11 Second Open Beta Begins.

    I will be closing the open beta tomorrow, by that I mean the files will not be available for download. I would like those of you who have downloaded the files, to keep playing and post your comments.

    It is time for me to move on to the next phase of developing the AI. Now that I know that the AI will work, and has improved many areas of the playability in the game. It is now time for refinement. I will be changing the levels and adding in my second set of rules, for specialization. This test was simply the functionality and the error testing.

    Successful Accomplishments of this BETA AI.
    1) It works, and better than expected I might add
    2) Garrisoning of settlements
    3) Naval units are useful again to the AI.
    4) Defending of the borders and ambushes in place.
    5) AI is building units to it's specific building logic.
    6) Units will stack and become powerful armies.
    7) Armies react to threats appropriately.
    8) Defense of Provinces is much stronger than before.
    9) Ai aggressively goes after rebel armies and Provinces.

    These are the next set of goals for the mod.
    1) Fix relationships as much as possible within this file.
    2) Increase the power of the Matrix. More on this later.
    3) Adjust levels for a more decisive process.
    4) Install rules for Vassalage.
    5) Try and reduce or eliminate the ability of the papacy to have allies, because it unbalances the game toward the human player.
    6) Use levels of difficulty, in the AI for a few things. Eventually I will have different levels of AI.

    I am listening to the community, If you have any ideas that could work to the "Strategic" portion of this game. Then please feel free to input your .02.

    I am then going to go to town, and get the next version ready. I do not know the time line ATM, I am guessing around a month, depending on how much time life gives me.

    Then we will have another Beta test!!

    I want to thank everyone for their participation, It has helped immensely. It will take some time but know that you have contributed to a successful AI. I will mention your names in the final as Beta testers.

    I am sure there are some other AI developers out there ATM scrambling to redo their code, using this one as a guide. Just be aware I have thought very hard about this code that I did re-write, and the "Matrix" is truly a matrix of decisions, that are designed from the ground up to work together. Defense works with the offense and diplomatic decisions and visa versa. You may doubt your feelings, but you will submit to the Dark side eventually.

    If you guys really want a total war, change all of the AI's to Default..then you will see what it is really capable of doing. You will not see the full effect though until the next version, because the AI is partially handicapped.

    I will continue to check on posts..but I will be very buzy this week. When I do open up the next BETA, it will be in the Darthmod forums, so keep checking, there it will be stickied. That way I and can snuff out the Trolls.
    Last edited by xeryx; October 01, 2007 at 06:39 PM.
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  7. #7
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.12 Now Closed

    ETA HAS BEEN MOVED TO 10/14/2007 AT THE LATEST.

    I HAVE RELEASED THE FILES TO THE DARTH TEAM FOR DOWNLOAD. We are Starting with a Closed Beta, Depending on how this goes, will determine when and what version get's released for this weekend!!!

    You will LOVE this AI!! See this thread for further details!!
    http://www.twcenter.net/forums/showthread.php?t=123995

    I do have a question for you peoples? Should I give the rebels an AI?
    Like the default AI but more simplified, It might get kind of tough then?
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  8. #8
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.16 BETA OPEN

    BUMP; OPEN BETA BEGINS!!
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  9. #9
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    Default Re: XAI V2.16 BETA OPEN

    Should this not be in the darthmod forum? Or did King Kong ask you to post it here?


    Retired moderator of TWC
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  10. #10

    Default Re: XAI V2.16 BETA OPEN

    Yes exactly... I thought it's only tested for DarthMod. Will it work under SS5.0 ?

  11. #11
    Haqiq's Avatar Civis
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    Default Re: XAI V2.16 BETA OPEN

    Yep currently download SS5 hope it work there..




  12. #12

    Default Re: XAI V2.16 BETA OPEN

    .
    Last edited by Gian Pascal; February 18, 2010 at 02:36 PM.

  13. #13
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.16 BETA OPEN

    Quote Originally Posted by Gian Pascal View Post
    Xeryx,

    Could you give us a brief update on how the progress is coming along?

    It would be interesting to see how it works with SS 5.0.
    I need more test reports, I have uploaded the file needed for SS5.0 to the first post of the thread. The AI can be downloaded by the links in my signature.

    I have only had time to test a few turns but it does appear to be working.

    With the low number of starting troops it may take a bit for the AI to start taking rebels, we'll have to see.

    Again please post your Stainless Steel 5.0 tests Here!!
    Last edited by xeryx; October 15, 2007 at 09:47 PM.
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  14. #14
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.16 BETA OPEN

    I posted here so that once I was able to get Stainless Steel to work, I could post a version for you guys. However I had many problems with my Steam Version.

    Are you offended that I am asking for help? To improve the Ai of the game?

    My bad..I guess then I don't need to upload this new shiny stainless steel file that I converted for SS5.0 to XAI. All I had to do was convert the desc_strat file. However, If you do not want it I will just go ahead and give it to King Kong.

    However without proper BETA testing, it might take a quite a while to make sure things are balanced.

    By the way king Kong, Some of the AI for the stock version appear to be incorrect you may want to verify them, with Lusted's AI
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  15. #15

    Default Re: XAI V2.16 OPEN BETA SS5.0 File posted

    Do I still need Darth Mod when I use it with Stainless Steel 5.0 ? What happens if I don't use Darth mod?

    Oh and thanks for making it available for SS 5.0 sir

    My Home is my Castle.

  16. #16

    Default Re: XAI V2.16 OPEN BETA SS5.0 File posted

    .
    Last edited by Gian Pascal; February 18, 2010 at 02:37 PM.

  17. #17
    G Rider's Avatar Tiro
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    Default Re: XAI V2.16 OPEN BETA SS5.0 File posted

    Using beta2 and your strat file in SS 5.0

    I see that there are some catholic Islamic Alliances. This intended? Irish with Sultan....
    I'm not interested in winning an argument with a moron on the Internet. - G Rider

  18. #18
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI V2.16 OPEN BETA SS5.0 File posted

    Quote Originally Posted by G Rider View Post
    Using beta2 and your strat file in SS 5.0

    I see that there are some catholic Islamic Alliances. This intended? Irish with Sultan....
    No that should not be happening. I will need to verify, I only had a few turns to play.

    The XAI has no battle AI, it is strictly a Campaign AI, the Battle AI is seperate.
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  19. #19
    Stinkfloyd's Avatar Tiro
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    Default Re: XAI V2.16 OPEN BETA SS5.0 File posted

    does this work with the late campaign, or just the early one. it seems to me that the desc_strat file is just for the early campaign. if so do I just change the labels for each faction to their new labels from your ai mod to work with the late campaign?

  20. #20
    Stinkfloyd's Avatar Tiro
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    Jul 2007
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    Default Re: XAI V2.16 OPEN BETA SS5.0 File posted

    What about ai labels for the mongols and aztecs in the late campaign? should I use default?

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