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  1. #1
    Tiberiu_R's Avatar Ordinarius
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    Icon14 NEW Darth Battle AI for Kingdoms*AVAILABLE*

    Hi Kingdoms fans!
    I made a mod which replaces the Kingdoms battle AI with a new one based on Darth's AI.
    It is 100% safe to use it, since it does not affect your game, configurations. And if you don't like it, then you can easily uninstall it and it will remove only the mod files and your game will be exactly the way it was before.
    I made this because i felt the battle ruined the whole expansion. Now you really can start enjoying the campaigns.
    Kingdoms is a good expansion. It has some new units(more or less), it has new events, boiling oil is back, the campaign AI is improved. One thing which still lagged behind are the battles. I don't think that anything has been made in order to make battles a bit better. Some tunning was made by Lusted, from what i know of. But still not enough.
    Since Darth's AI is the best around(IMO) I mixed the new things from kingdoms with Darth's AI in order to make Kingdoms a great expansion to play.

    NEW VERSION AVAILABLE!

    Read more & DOWNLOAD it here:
    http://www.twcenter.net/forums/showthread.php?t=125860
    Enjoy!
    Last edited by Tiberiu_R; October 25, 2007 at 05:14 AM.

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  2. #2
    The Border Reiver's Avatar Artifex
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    Default Re: New Darth Battle AI for Kingdoms

    Hey Tiberiu_R......good to hear I'll check the thread out.

    What are the major differences between your mod and the battle AI Darth has used in the past? What improvement/changes had been made?

    Could you explain quickly here for everyone!

  3. #3

    Default Re: New Darth Battle AI for Kingdoms

    Thanks! It works fenomenally!


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  4. #4
    Tiberiu_R's Avatar Ordinarius
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    Default Re: New Darth Battle AI for Kingdoms

    @The Border Reiver:
    For the start i made the new units from kingdoms similar to their med 2 counterparts, by adding high defense values, cavalry power & effect. I also added the new stuff introduced by kingdoms like new weapons, mount types...
    The main thing was to make a 'clone' of Darth AI for Kingdoms. With the new units, events, characters introduced by Kingdoms and with this AI the campaing should be more enjoyable.
    For the next version i will fix some small bugs, tweak things a bit, and i am considering lowering defense values for cav a bit(by 3 for light cav and 5 for heavy cav). Although the last part with the defense values used for cav is against the teachings of DARTH VADER and the Dark ways, i will do it and see how it performs. If the results are ok then i will use them. If not i will stick to Darth balance.

    @Viriatus:
    I'm glad to hear it!
    I will start testing it by playing some campaigns which are now more enjoyable and don't get me pissed off.
    Cheers

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




  5. #5
    Trajan's Avatar Capodecina
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    Default Re: New Darth Battle AI for Kingdoms

    Nice work man, moved to the Mod Threads.

  6. #6

    Default Re: New Darth Battle AI for Kingdoms

    That’s I waited for. Playing the new campaigns makes so much fun. Just the AI sucks.
    Now you are here.
    Up to now I have only played the Americas campaign, but this already 3 times. Think I am going to start fourth time as Spain just for the fun.
    That is when I noticed that you not only changed the AI, but also the units, and so the way the campaign plays itself.
    What so especially is at Americas is, that you have fights with 300 greedy Conquistadores against thousands of Mexicans. That is now gone.

    Before Swordsmen had few numbers but 2 hitpoints. Now they have 1 hitpoint, but numbers doubled. With this, they are just equalized with the Indians. But that was the specialty of this campaign. Thousands fight against a few but tough and technological superior men.
    Don’t get me wrong I love Darth AI. Everyone who has seen a Cavalry Band charging deep into enemy ranks, like in the movies. Will feel the “force” and never forget.
    But it is also thrilling seeing 60 dismounted Conquistadores surrounded by 300 Jaguar Warriors.
    Quantity and courage against technology and lust for gold.

    There are also two strange things I noticed.
    First, you changed the Conquistadores in that you reduced them to 1 hitpoint, improved charge and armor. On the other side you left alone the New World Bodyguards (the new General Bodyguards for the Europeans). They still have 3 hitpoints, same weapons stats. Only difference is the mandatory 7 points increase in defense value, that you gave all new units.
    But Hernan Cortes values are equal to your Conquistadores values. Just he got 1 point more in his armor and defense values, but he has only 1 hitpoint.
    Basically Cortes unit is just a New World Bodyguard unit with unique picture. And so should have not 3 hitpoints like the other, or? Interesting I find that in your EDU all other named generals have 2 hitpoints, just Cortes not. Are you Mexican? Sure, he was a cruel butcher, but a butcher with at least 2 basic hitpoints.

    Other case, the New World Cuirassiers.
    They are France, English version of the Spanish dismounted Conquistadores.
    But like the New World Bodyguard they still have their vanilla vales, except of course for the 7 points increase in defense. So you change dismounted conquistadores but leave their foreign copy alone?
    I suspect it was a copy and paste error. I think because Conquistadores were already available in Medieval II. Maybe you didn’t notice that they were changed for this campaign.
    Mostly CA changed numbers and hitpoints. Sometimes also stats and costs.
    Take a look at them while doing so particular also at Pike men, Pike Militia, Swordsmen Militia, Sword and Buckler, Musketeers. Or easier all units that made it over to Americas.

    To be straight, I want a good game with the cunning that Darth AI gives, but leave out all other junk.

    Feel free to flame me, if you think I am impudence.
    Darth and his sinister band of goons did a unique masterpiece and who am I.
    I would do even the changes all my self, and not post here if not work and study are taking their toll at my free time.
    I’m only emotional because I want see Kingdoms with Darth AI. But take your time. Every campaign has a specific theme and way it plays. Copy and paste just don’t work.
    There is need to rush it. At least I will play each campaign once without any modification. So I can see how the developers programmed each one.



    Incase you want do some background search or just got curious about the “conquista”
    I recommend the Memorials of Captain Bernal Diaz del Castillo.
    He did several raids, ahem I mean expeditions and he was with Cortes during his rampage through the Mexican empire and later in Guatemala and Honduras. Beside he have a good style of writing.

    With regards
    Last edited by Dragoon; October 09, 2007 at 12:48 AM.

  7. #7
    Tiberiu_R's Avatar Ordinarius
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    Default Re: New Darth Battle AI for Kingdoms

    That’s I waited for. Playing the new campaigns makes so much fun. Just the AI sucks.
    Now you are here.
    Up to now I have only played the Americas campaign, but this already 3 times. Think I am going to start fourth time as Spain just for the fun.
    That is when I noticed that you not only changed the AI, but also the units, and so the way the campaign plays itself.
    What so especially is at Americas is, that you have fights with 300 greedy Conquistadores against thousands of Mexicans. That is now gone.
    ....

    Before Swordsmen had few numbers but 2 hitpoints. Now they have 1 hitpoint, but numbers doubled. With this, they are just equalized with the Indians. But that was the specialty of this campaign. Thousands fight against a few but tough and technological superior men.
    Don’t get me wrong I love Darth AI. Everyone who has seen a Cavalry Band charging deep into enemy ranks, like in the movies. Will feel the “force” and never forget.
    But it is also thrilling seeing 60 dismounted Conquistadores surrounded by 300 Jaguar Warriors.
    Quantity and courage against technology and lust for gold.
    Fist of all i did not edit every unit. I made a program which did all the work.
    I spent more time writting the application, fixing errors than editing. After the main job was done, i edited some units where i found it necesary. So there are things that may have slipped me. But thank you for pointing them out.I will compare the 2 EDUs and fix the mod accordingly.

    There are also two strange things I noticed.
    First, you changed the Conquistadores in that you reduced them to 1 hitpoint, improved charge and armor. On the other side you left alone the New World Bodyguards (the new General Bodyguards for the Europeans). They still have 3 hitpoints, same weapons stats. Only difference is the mandatory 7 points increase in defense value, that you gave all new units.
    But Hernan Cortes values are equal to your Conquistadores values. Just he got 1 point more in his armor and defense values, but he has only 1 hitpoint.
    Basically Cortes unit is just a New World Bodyguard unit with unique picture. And so should have not 3 hitpoints like the other, or? Interesting I find that in your EDU all other named generals have 2 hitpoints, just Cortes not. Are you Mexican? Sure, he was a cruel butcher, but a butcher with at least 2 basic hitpoints.
    I am not a mexican . About the hitpoints. Well some units which were present in M2 took the characteristics that were used in Darth Mod(formations, defense values and that includes the number of hitpoints.). For the new ones i improvissed.
    I will look at the specific characteristics of each unit and fix them

    Other case, the New World Cuirassiers.
    They are France, English version of the Spanish dismounted Conquistadores.
    But like the New World Bodyguard they still have their vanilla vales, except of course for the 7 points increase in defense. So you change dismounted conquistadores but leave their foreign copy alone?
    I suspect it was a copy and paste error. I think because Conquistadores were already available in Medieval II. Maybe you didn’t notice that they were changed for this campaign.
    Mostly CA changed numbers and hitpoints. Sometimes also stats and costs.
    Take a look at them while doing so particular also at Pike men, Pike Militia, Swordsmen Militia, Sword and Buckler, Musketeers. Or easier all units that made it over to Americas.
    You noticed correctly that i added +7 to the defense of the newly introduced units in Kingdoms, in order to make them similar with the 'old' units from M2. This is how i made my program. I must admit that it's purpose was to merge Darth Mod with Kingdoms. So it is less accurate to specific stats. This will be made by hand. Expect this to happend in the next version.

    To be straight, I want a good game with the cunning that Darth AI gives, but leave out all other junk.

    Feel free to flame me, if you think I am impudence.
    Darth and his sinister band of goons did a unique masterpiece and who am I.
    I would do even the changes all my self, and not post here if not work and study are taking their toll at my free time.
    I’m only emotional because I want see Kingdoms with Darth AI. But take your time. Every campaign has a specific theme and way it plays. Copy and paste just don’t work.
    There is need to rush it. At least I will play each campaign once without any modification. So I can see how the developers programmed each one.
    I'm not offended by your comments . I released this "less refined "version so that players will play it and help me further with fixing some bugs, by reporting them. So any other bugs/suggestions are welcomed here.
    The second phase of this mod is to fix some specific aspects. This will be done for each campaign.


    Incase you want do some background search or just got curious about the “conquista”
    I recommend the Memorials of Captain Bernal Diaz del Castillo.
    He did several raids, ahem I mean expeditions and he was with Cortes during his rampage through the Mexican empire and later in Guatemala and Honduras. Beside he have a good style of writing.

    With regards
    Interesting. I will look at it.Thanx for your feedback. Cheers.

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




  8. #8

    Default Re: New Darth Battle AI for Kingdoms

    Quote Originally Posted by Tiberiu_R View Post
    ....

    I will look at the specific characteristics of each unit and fix them

    You noticed correctly that i added +7 to the defense of the newly introduced units in Kingdoms, in order to make them similar with the 'old' units from M2. This is how i made my program. I must admit that it's purpose was to merge Darth Mod with Kingdoms. So it is less accurate to specific stats. This will be made by hand. Expect this to happend in the next version.
    I am looking forward to see them. In the meantime I will cut out Darth's cavalry charges and formations into Americas vanilla. After re-experience this cool deep penetrating charges I won't play without them.
    The CA scripted charges looks just too dump. Like they charged a concrete wall. But I guess I have to reduce the cavalry hit modifier, or they become completely unstoppable.

  9. #9
    Tiberiu_R's Avatar Ordinarius
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    Default Re: New Darth Battle AI for Kingdoms

    A new version is available for the mod. I fixed allot of 'bugs'.
    Also there is an automatic installer which will make the mod extremely easy to install and use.
    Go here:
    http://www.twcenter.net/forums/showthread.php?t=125860

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




  10. #10

    Default Re: New Darth Battle AI for Kingdoms

    hi there;
    I have a problem that I didn't see a fix here. I just install the game with your installer but in faction select screen when I click on the start button it returns to campaign select screen. what's the problem?

    I think the problem is in the edu file Saladin is Saladin but in desc_strat he is Sultan_Saladin and also Nureddin is like this
    Hello. Today we are gathered here to do battle. Regretable, isn't it? but sometimes, you know, life is like that. You have to do something that you don't want to do, just because someone is telling you to do it. I didn't want to be here myself, but then my mother told me that I'd better make a reasonable show of it all, so here we go then...
    Today we fight against monsters - the Gauls! They are dangerous, mad and hairy beyond reason. In victory, they are always heartless.

  11. #11
    Tiberiu_R's Avatar Ordinarius
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    Default Re: New Darth Battle AI for Kingdoms

    @Sultan Saigon: Thanx. I am sorry it happend in the first place Somebody told me about this earlier and I forgot. It is now fixed.
    Download it now it should work with no problems
    Last edited by Tiberiu_R; October 17, 2007 at 03:29 PM.

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  12. #12

    Default Re: New Darth Battle AI for Kingdoms

    ok thanks for the reply just downloading
    Hello. Today we are gathered here to do battle. Regretable, isn't it? but sometimes, you know, life is like that. You have to do something that you don't want to do, just because someone is telling you to do it. I didn't want to be here myself, but then my mother told me that I'd better make a reasonable show of it all, so here we go then...
    Today we fight against monsters - the Gauls! They are dangerous, mad and hairy beyond reason. In victory, they are always heartless.

  13. #13

    Default Re: New Darth Battle AI for Kingdoms

    In stainless steel mod. the RC and Battle ai files doesn't conflict. so can the Darth Mod files work with the Real combat here for kingdom? (i believe britannia and teutonic RC are out now)

  14. #14
    Tiberiu_R's Avatar Ordinarius
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    Default Re: New Darth Battle AI for Kingdoms

    Quote Originally Posted by nakago View Post
    In stainless steel mod. the RC and Battle ai files doesn't conflict. so can the Darth Mod files work with the Real combat here for kingdom? (i believe britannia and teutonic RC are out now)
    If RC did not conflict with Stainless Steel, then probably there is a chance that Darth will work. You could try it.

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  15. #15
    Father Jack's Avatar expletive intended
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    Default Re: New Darth Battle AI for Kingdoms

    I have managed to get RC and Darth to work on the britannia and Teuton campaigns with no probles so far. Now im just trying to get the holy land mod to work with Darth.
    Pedicabo ego vos et irrumabo.

  16. #16
    Tiberiu_R's Avatar Ordinarius
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    Default Re: New Darth Battle AI for Kingdoms

    Uploaded a new version of the mod(1.2).

    Darth_Battle_AI_Kingdoms vers 1.2
    =================================
    -fixed the Jaguar Warrior unit info card bug(for Mayans)
    -added the fear capability for mounted units(like conquiestadores, new world bodyguard), gunpowder units, artilery units.
    Now native warriors are afraid of horses and gunpowder units, just like it should be.
    -fixed the description error for Richard and Saladin
    -tweaked the charge distance for the new units
    -corrected some formations bugs for pikemen. They were tweaked. They should be ok now.
    -fixed the bug of silver-model for some units(some units like Knigths Hospitaliers could upgrade their armor, but there
    were no new models for them)
    -missile units are more powerful now(not too much, +2 or +4 for the missile power). They now have more punch and can deal
    with the enemy.
    -also gunpowder units are more powerful
    -other tweaks.

    Go to the thread:http://www.twcenter.net/forums/showthread.php?t=125860

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  17. #17

    Default Re: NEW Darth Battle AI for Kingdoms*AVAILABLE*

    Warpath Problem!!.........Playing Apachean. When I choose a warpath and purchase reserves the units do not appear on the battle map. What we get are the flags and burning torches. I thought there might be a problem when I purchased the warriors as the image for the warrior type was shown as a peasant and not a mayan warrior. For the time being I'll forget about the Warpath and hope a solution can be found

  18. #18
    Tiberiu_R's Avatar Ordinarius
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    Default Re: NEW Darth Battle AI for Kingdoms*AVAILABLE*

    Thanx for pointing that out!
    I will look into it, and will fix it for the next version.
    This goes to my list of found bugs, and as soon as there are enough found, i will fix them all and release the mod.
    Thanx again, and if somebody else founds anything, please post them here.

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




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