Page 9 of 10 FirstFirst 12345678910 LastLast
Results 161 to 180 of 195

Thread: Darth Battle AI for Kingdoms!

  1. #161
    Tiberiu_R's Avatar Ordinarius
    Join Date
    Jul 2007
    Location
    Romania
    Posts
    729

    Default Re: Darth Battle AI for Kingdoms!

    Quote Originally Posted by Naja View Post
    I've been having trouble with Darth AI.

    I use WhiteWolf's Byzantine re-skin. I installed Darth AI to my Crusades campaign. The custom battles load just fine. But it's not allowing me to play the campaign.

    Has this happened to anyone else? Are my edited files and Darth AI incompatible?
    Does the Byzantine reskin mod add new units or changed the name of some units? This might be the problem. Ohh and posibly some units are using other armor upgrade models, which I think are more likely to be the source of the problem.
    To check this out quicky, play a custom game and add armor upgrades(chevrons) to units and if the game crashes then this might be the problem.

    Darth Team Member(click my sig )
    Darth_Battle_AI for Kingdoms( GET IT NOW! )




  2. #162

    Default Re: Darth Battle AI for Kingdoms!

    The custom battles always load perfectly. Even with armour and weapon upgrades.

    It's only when I try to start a campaign that the game acts off. It never gives me a CTD - it only goes back to the main game screen.

  3. #163
    Tiberiu_R's Avatar Ordinarius
    Join Date
    Jul 2007
    Location
    Romania
    Posts
    729

    Default Re: Darth Battle AI for Kingdoms!

    @ Naja: could you post here the link for the skin mod you are using?

    Darth Team Member(click my sig )
    Darth_Battle_AI for Kingdoms( GET IT NOW! )




  4. #164

    Default Re: Darth Battle AI for Kingdoms!

    This is Whitewolf's skin mod:
    http://www.twcenter.net/forums/downl...o=file&id=1134

    This is the add-on that changes Byzantine sprites:
    http://www.twcenter.net/forums/downl...o=file&id=1451

  5. #165
    xeryx's Avatar Follow the White Rabbit
    Join Date
    Nov 2006
    Location
    Wyoming, Usa
    Posts
    4,337

    Default Re: Darth Battle AI for Kingdoms!

    Tiberiu_R we have been working on improving the BAI, would like your input.
    Proudly patronized by B. Ward Click Sig Logo for Downloads, Click forums here and here
    "Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
    There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix


  6. #166
    Tiberiu_R's Avatar Ordinarius
    Join Date
    Jul 2007
    Location
    Romania
    Posts
    729

    Default Re: Darth Battle AI for Kingdoms!

    Quote Originally Posted by xeryx View Post
    Tiberiu_R we have been working on improving the BAI, would like your input.
    Sure. I would like to help. Maybe we'll talk on YM later on.
    Cheers

    Darth Team Member(click my sig )
    Darth_Battle_AI for Kingdoms( GET IT NOW! )




  7. #167

    Default Re: Darth Battle AI for Kingdoms!

    Did anyone else dislike the way Darth mod Americas campaign tried to balance the European and non-european / American factions by giving the latter excessive levels of defense and shield skills (and in some cases very high moral)?

    Personally I found it unrealistic and reduced these values to a lower level, though I am trying to balance the campaign by letting the non-european / American factions recruit more warriors and increasing the number of soldiers per unit.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  8. #168
    Tiberiu_R's Avatar Ordinarius
    Join Date
    Jul 2007
    Location
    Romania
    Posts
    729

    Default Re: Darth Battle AI for Kingdoms!

    @uanime5:Well the europeans are few in numbers but they more powerful per man then the native units. So that is why the europeans have more armor(ohh and native units don't have metal armor) and are a bit more powerful. But keep in mind that european squads are half the size!
    If you made a custom version it is ok to share with other players if they are interested;

    Darth Team Member(click my sig )
    Darth_Battle_AI for Kingdoms( GET IT NOW! )




  9. #169

    Default Re: Darth Battle AI for Kingdoms!

    Okay then, attached is the version of the export_descr_unit file I made. Though it uses the Darthmod unit cost and formations it has the Real Combat attack and armour values. It will probably make battles between Europeans and non-Europeans much easier for the Europeans.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  10. #170

    Default Re: Darth Battle AI for Kingdoms!

    Hello Tiberiu_R,

    Great work on the Darth Battle AI for Kingdoms...can't play Kingdoms with out it.

    In the Americas campaign, I've encountered units with no skins (they look all silver surfer).

    I'm using Darth Battle AI for Kingdoms v1.2
    No other mods which touch the EDU or the skins

    Following units are missing their skins:

    Slave faction
    Eagle Warriors
    Arrow Warriors

    Mercs
    Native Archers
    Native Warriors
    Tlaxcalan Archers

    Oddly, Native Archers and Native Warriors are perfectly OK when slave faction units...just not when Mercs.

    Here's a pic of the poor skinless creatures (Merc Native Warriors [front rank] and Native Archers [second rank]):



    Thank you again for your hard work!

    Der Drakken
    Last edited by derdrakken; December 27, 2007 at 03:40 PM.

  11. #171

    Default Re: Darth Battle AI for Kingdoms!

    Okay! I found the problem with the skinless Merc units. They were missing this attribute in the EDU: mercenary_unit

    I've attached a copy of the EDU where that attribute is added for all units listed in the descr_mercenaries.txt file. (There were a few additional units missing the attribute in addition to the ones in my post above).

    Update: That change fixes the problem for the slave faction units as well...who knew?

    Cheers!

    dd
    Last edited by derdrakken; December 27, 2007 at 03:12 PM. Reason: Attached updated EDU file

  12. #172

    Default Re: Darth Battle AI for Kingdoms!

    Quote Originally Posted by uanime5 View Post
    Did anyone else dislike the way Darth mod Americas campaign tried to balance the European and non-european / American factions by giving the latter excessive levels of defense and shield skills (and in some cases very high moral)?

    Personally I found it unrealistic and reduced these values to a lower level, though I am trying to balance the campaign by letting the non-european / American factions recruit more warriors and increasing the number of soldiers per unit.
    You should take a look at the Report of
    Bernal Diaz del Castillo
    wikipage
    http://en.wikipedia.org/wiki/Bernal_...z_del_Castillo

    The Truthful History of the Conquest of New Spain
    wikipage
    http://en.wikipedia.org/wiki/The_Conquest_of_New_Spain

    beside that this guy died at the age of 89 and fought in over 100 battles from 1521 till 1526 his descriptions give you a feel how really fighting was.
    I am always again surprised how low their casualties where. Advanced armor has really a point on the other side it should not be forgotten the the mexicans fought not to kill but to capture... and than kill
    tearing out the still beating heart and than eating the victims arms and legs.
    Moral was high on both sides. The Natives with their believing that men can only be man in participating in the Eternal War.
    The Spanish in their believing into the blessed virgin and the fact that god must be on their sides considering all the battles they won against all odds.
    Was really late until they suffer their first real defeat.
    This really helped, as the natives long time thought they were unbeatable gods or teules like they called them.

  13. #173
    Libertus
    Join Date
    Mar 2005
    Location
    Maryland
    Posts
    98

    Default Re: Darth Battle AI for Kingdoms!

    @ uanime5

    Here's your descr_unit file with the mercenary_unit graphics fix mentioned a few posts below. (with the silver surfer skins fixed). That's all I did. Cause I wanted to use your file!.


  14. #174

    Default Re: Darth Battle AI for Kingdoms!

    Have you taken a look at those Whitewolf Byzantine re-skins?

    Did they happen to change the name of any units?

  15. #175
    Tiberiu_R's Avatar Ordinarius
    Join Date
    Jul 2007
    Location
    Romania
    Posts
    729

    Default Re: Darth Battle AI for Kingdoms!

    Thanx derdrakken and Sleepysmoo. Thanx allot!
    @Naja: I'm trying some new AI and I will look into the problem mentioned.
    Happy New Year everyone!

    Darth Team Member(click my sig )
    Darth_Battle_AI for Kingdoms( GET IT NOW! )




  16. #176
    Tiberiu_R's Avatar Ordinarius
    Join Date
    Jul 2007
    Location
    Romania
    Posts
    729

    Default Re: Darth Battle AI for Kingdoms!

    @Naja:why does the Byzantium Armor Progression V 0.7.rar mod installs in the default( root ) folder of M2. Shouldn't it install in the meieval2/data/ folder!?
    Anyway I have installed it and seems to be working. The skins for byzantine units are different. It seems to work. I don't know what could be the problem...

    Darth Team Member(click my sig )
    Darth_Battle_AI for Kingdoms( GET IT NOW! )




  17. #177

    Default Re: Darth Battle AI for Kingdoms!

    Quote Originally Posted by Tiberiu_R View Post
    Thanx derdrakken and Sleepysmoo. Thanx allot!
    @Naja: I'm trying some new AI and I will look into the problem mentioned.
    Happy New Year everyone!
    You are welcome my friend! Great mod, I love it! Cheers! dd

  18. #178
    Rammstein's Avatar Templar Knight
    Join Date
    Oct 2006
    Location
    Germany
    Posts
    1,195

    Default Re: Darth Battle AI for Kingdoms!

    Im a huge fan of this AI for Kingdoms, I was wondering if there will be a version 1.3
    Is there a plan of continuing the improment of this AI, or is it final?

  19. #179
    xeryx's Avatar Follow the White Rabbit
    Join Date
    Nov 2006
    Location
    Wyoming, Usa
    Posts
    4,337

    Default Re: Darth Battle AI for Kingdoms!

    It is final, for now
    Proudly patronized by B. Ward Click Sig Logo for Downloads, Click forums here and here
    "Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
    There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix


  20. #180

    Default Re: Darth Battle AI for Kingdoms!

    I hope this has not been mentioned before but here goes anyways:
    In reference to the americas BAI: The AI will always lose a shootout between for example Arquebusiers, simply because they set themselves to loose formation.
    Is there a way to unable the AI's use of it?
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •