Results 1 to 8 of 8

Thread: Garrison Script for LATE ERA

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    pilatus's Avatar Civis
    Join Date
    Aug 2006
    Location
    Germany, Munich
    Posts
    156

    Icon10 Garrison Script for LATE ERA

    Hi Folks,

    first of all I would like to thank you KK for this wonderful mod.
    I played many hours of DLV but the "Late Era" of SS is such amazing!
    The Late Area is the only Campaign i've played... on H/H

    One bad thing seems that the CAI uses to let it's castles/cities pretty empty....to encounter that I wrote this

    Garrison Script

    the script works only for the "Late Era" combined with my modfied descr_strat! and the text files

    The things I've modified extra:

    - another income script included
    - kings purse tuned down for some factions (in descr_strat)
    - modified empires (in descr_strat)
    - the capital of the milan faction is genoa and the faction is called "lega lombarda"
    - additional "Independant Kingdoms" (Slave Faction)
    (Belgrad-Sofia-Uppsala-Prague-Timbuktu-Florence-Tbilisi-Adana)
    - more movement points for characters, diplomats...etc.
    - fixed the config_battle_ai (reported by xeryx)


    free to use...have fun!
    please report any bugs

  2. #2

    Default Re: Garrison Script for LATE ERA

    Quote Originally Posted by pilatus View Post
    - additional "Independant Kingdoms" (Slave Faction)
    (Belgrad-Sofia-Uppsala-Prague-Timbuktu-Florence-Tbilisi-Adana)
    So rebels are playable? or am I misinterpreting this?
    Remember to pillage BEFORE you burn!

  3. #3
    pilatus's Avatar Civis
    Join Date
    Aug 2006
    Location
    Germany, Munich
    Posts
    156

    Default Re: Garrison Script for LATE ERA

    sorry no,
    the described provinces are in the control of slave - they have additional garrisons and reflect the kingdoms in this era

  4. #4

    Default Re: Garrison Script for LATE ERA

    I'm trying the config_ai_battle.xml. Thanks.

  5. #5
    Indefinitely Banned
    Join Date
    Dec 2006
    Posts
    1,640

    Default Re: Garrison Script for LATE ERA

    What was the problem (reported by xeryx) with the old config_battle_ai?

  6. #6

    Default Re: Garrison Script for LATE ERA

    Sounds great. Just wondered how much it may slow down the people with slower rigs.... Thanks for your work

  7. #7
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Garrison Script for LATE ERA

    Does this slow down AI turns at all?

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

  8. #8
    pilatus's Avatar Civis
    Join Date
    Aug 2006
    Location
    Germany, Munich
    Posts
    156

    Default Re: Garrison Script for LATE ERA

    Ave Ceasar and Americanus Supremus
    it slow down the ai a little bit...but not very much because it is not such a huge script like in DLV
    only the capitals are garrisoned and the few slave cities

    @banzai: by xeryx in the bug report thread
    KK you have a problem with the Values in the config_ai_battle.xml
    I tried to pm you, however NR. The only thing I am concerned with ATM is the Battle analyzer

    <battle-analyser>
    <!-- ratio of friendly to enemy strength to be considered more powerful -->
    <friendly-to-enemy-strength-ratio>1.0</friendly-to-enemy-strength-ratio> Needs to be at least 1.5 - 2.5
    <!-- ratio of friendly to enemy melee strength to be considered overwhelmingly powerful -->
    <enemy-melee-strength-multiplier>3.0</enemy-melee-strength-multiplier>
    <!-- ratio of enemy to friendly ranged strength to be considered overwhelmingly powerful -->
    <friendly-ranged-strength-multiplier>0.5</friendly-ranged-strength-multiplier> Way wrong should be 1.5 to 2.5
    <!-- ratio of friendly strength to enemy ranged strength to force attack -->
    <friendly-ranged-strength-divisor>4.0</friendly-ranged-strength-divisor> looks like these numbers got transposed should be .5 to .8
    <!-- distance behind the defensive line the enemy must reach to be considered to have broken through -->
    <enemy-position-buffer-distance>25</enemy-position-buffer-distance>
    </battle-analyser>

    It really affects the XAI, making the AI very passive.
    I have modded one if you want it. Many of
    the battle analyzers are incorrect. I modded mine awhile ago, it wasn't
    until I installed the patch that I noticed it.

Posting Permissions

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