I doubt it but I will ask...
Sorry if you have answered this elsewhere Lusted.
I know you are done modding but have you looked to see if your AI
is compatable with BC?
thanks![]()
I doubt it but I will ask...
Sorry if you have answered this elsewhere Lusted.
I know you are done modding but have you looked to see if your AI
is compatable with BC?
thanks![]()
Should be yes, just use the default profile for all factions as I haven't got the individual faction AI profiles like BC does i believe.I doubt it but I will ask...
Sorry if you have answered this elsewhere Lusted.
I know you are done modding but have you looked to see if your AI
is compatable with BC?
Ah forgot the info on profiles in the first post. Basically you need to open descr_strat.txt, and for moors, egypt, turks change their ai_label from default to islam.Thanks for the info Lusted. Kinda confused about the descr_strat.txt. What changes need to be made there? Just vanilla Medievil 2 here. No mods.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
Great mod! Thanks for the hard work and of course the quick replies that I needed help with.![]()
Hi, my first post here.
My question is about Lusted's Battle AI and Campaign AI compatibility with M2TW stand alone with patch 1.2/1.3.
I´m an old TW veteran from Shogun, Medieval 1 and Rome...and now new on M2TW after 2 years playing almost only Silent Hunter 3! lol
I just finished my first short campaign, then I'm done with vanilla. And prior to try some big mods (like SS) I just want an AI improvement...This is why I´m here with this question...
-So, is Lusted's Battle AI and Campaign AI mod (the version present on this thread) compatible with M2TW without Kingdoms (patch 1.2)? Or I need to patch my vanilla M2TW to 1.3 first? Or in the end is Lusted's Battle AI and Campaign AI really only compatible with Kingdoms?
Obviously I tried to find this info using the search tool but believe me, isn´t easy to have sure about M2TW mods after the release of patch 1.3 and Kingdowns!Is really a bit confuse for the new guys.
In the end if this mod isn´t compatible with my installation (M2TW vanilla patch1.2 - I don´t have Kingdoms) can you point to me some good compatible AI mods?
Thanks in any advice.
Rubini.
does your mod stop archers (Set to guard mode) from holding their position and instead just retreat anyway like they are in skirmish mode?
also is it responsible for removing flaming arrows??
i use the kingdoms grand campaign mode and i like the larger map and more cities,also like the longer game at 0.5 years per turn. but i dont like those first two points very much at all, so i may just use your mod only and not the kindgom one if thats the case.
I've spent several hours trying to find a mod to improve the AI in M2TW. After a lot of research, this one looks like my best bet, I think.
However, I've read this thread (a few times) and some/all of the related thread (the one dealing with Lands to Conquer: Gold), and the way to properly install and use this mod doesn't seem totally clear. And neither the BAI or CAI files I downloaded seem to contain a readme.txt or any sort of installation instructions.
So, I'd like to ask some questions that come to my mind from reading the thread as it exists thus far, which will hopefully help myself and others who come along who aren't familiar with installing mods in general, or this one in particular:
1. I would like to second/third the request for more information about "increasing the movement points of name characters and generals in descr_character.txt as it helps the AI out." I'm assuming from what you say that in a file called descr_character.txt there are 2 entries, one called something like "name characters" and another called "generals" (or something else like that) with a value you can change to increase movement points, but there's no mention of what you recommend these values be changed to.
2. I think I'm seeing two different versions of installation instructions here. One person says that all you have to do to install this mod is to extract and copy the downloaded files to your data folder.
However, the mod author says:
"...If you are using it with just Medieval II Total War, place the files in the Medieval II - Total War\data folder, and then right click your Medieval II Total War shortcut on your desktop, go to properties and change the target line so it looks like this(the drive may vary on your shortcut):
"C:\Program Files\SEGA\Medieval II Total War\Medieval2.exe" --io.file_first
Then simply run the game using the desktop shortcut any you'll be playing Medieval II with my AI mod. Also make sure you make the changes to descr_strat.txt(located in Medieval II - Total War\data\world\maps\campaign\imperial_campaign)"
...Which of these is correct? I mean, two people say to just copy the files to the data folder, which is a far cry from the above directions (unless I'm just not understanding something).
...Furthermore, if the above directions are the correct ones, do you have to modify the target line for the shortcut for each different campaign you want to use this mod with, if you're playing one of the Kingdom's expansion campaigns? I mean, to use this mod for both say, the Britannia and the Americas campaigns, do I modify both shortcuts like that?
I hope I'm not forgetting anything, and I think I am...But oh well.
As a newbie to modding, I just find myself a little confused about these things. Thanks for the help and clarification.
I just took a shot at installing this mod, and I was hoping someone could tell me if I did it correctly or not.
I'm not sure what version number I have, but I'm running the versions of the original game and of kingdoms that come in the gold edition box. And I tried applying both official patches as I wasn't sure what version(s) I had, and they both said they were already installed or whatever.
From the wording used in previous posts, I was under the impression that copying the contents of the BAI and CAI files to the data folder results in other files being overwritten-that the files being copied ALREADY exist in the data folder, and the files in the mod are modified versions of those files which are meant to replace the originals.
Anyway, there were no "loose" files in my data folder-just a bunch of subdirectories. The files included in the mod do not exist in any form in my default installation, as I performed a search in my M2TW folder for them which came up empty.
I'm just mentioning that because it sounds abnormal from the instructions I read.
That being said, I copied the contents of the BAI and CAI files to my data folder as instructed.
I then unchecked the "read only" box for descr_strat.txt and set the ai_label for egypt, the turks, and the moors to "islam".
Lastly, I right-clicked on the Total War 2 shortcut on the desktop, and changed the path displayed in the "target" field from blah\blah\blah\Launcher.exe (or whatever it is originally) to C:\Program Files\SEGA\Medieval II Total War\Medieval2.exe" --io.file_first.
So at this point, I'm assuming that my installation is properly configured to use the modified AI files with the original grand campaign. Am I correct in this assumption?
I'm also assuming that my installation is NOT currently configured to use the modified AI with the kingdom's campaigns (crusades, americas, etc).
I'm assuming-and not just for the sake of using the word "assume" and it's various forms repeatedly-that in order to use the modified AI with the other campaigns, I'll want to copy the CAI and BAI files to THEIR respective data folders (to the americas data folder, the brittania data folder, etc. all individually), and add the "--io.file_first" line in the "target" field in the shortcut properties for each and every different campaign I want to use the modified AI with. I further assume that I do NOT want to edit the
"descr_strat.txt" file for the other campaigns, as some of them do not even include islamic factions at all.
Do I have that all right?
Well, I'm gonna go try it out. I'm just looking for some kind of confirmation because I don't want to have to reinstall the game due to screwing something up, get a ways into a campaign just to have all my time wasted due to some massive bugs, or go through it thinking it's using the modified AI when it isn't. Thank you.
So all I have to do in there is to add the --io.file_first at the end of my F:\plaaplaa\Total_War_M2\medieval2.exe? So then it's like F:\plaaplaa\Total_War_M2\medieval2.exe--io.file_first? But when I do that it's whining about the path not being correct and it's not valid. So what am I doing wrong?
Also, does the AI come to your old, already excisting campaigns?
And yeah, I did unzip the stuff into my data folder and I'm playing the original TW M2
Last edited by Noob-Dogg; June 18, 2008 at 07:38 AM.
I'm a noob in modding.
To install this in retrofit mod, do I only have to copy the files to the data folder?
Thanks
Please ignore my previous post...I hadn't notice that there were 5 pages of replies...
Supreme mod. Improvements visible right at the start.
- my armies and enemy armies finally begin the battle in sensible, solid and balanced formations. Particularly useful when defending against Sallies. Playing the English I don't even have to change the formation *at all*.
- AI really works better in battles. Their units move more together and with more sense.
- AI is way more aggressive against Rebel settlements, builds larger forces, makes generally more sense with their movements.
- Diplomatical ceasefire offers finally work sensibly. It was turn 5, Scotland had only Antwerp (good sea rush on their part) after I blitzed their Settlements in Northern Britain and decided I want a ceasefire (I just wanted Britain united). So I trained a diplomat and moved to antwerp and offered Ceasefire. And guess what, it didn't say "Very Demanding" , it said Generous and Scots sgreed. Finally the AI sees that continued war with someone 10x stronger makes no sense at all. HOOAH!
Good job Lusted.
Guys, can you offer more testimony of how the AI performs?
Also, Lusted I like what Xeryx is doing with AI. I know you've had some falling-out with these sith in the past, but what's your opinion of the xeryxAI?
I've never played it. Had a brief look over his files once and it all looked good but that was it.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
why dont archers hold their ground with your mod anymore?
A little feedback then. I found only one real flaw for now.
AI is unwilling to initiate diplomacy with other AI to offer a ceasefire. See HERE. 80% of these wars are far outdated, Sicily being the best example - they were excommunicated and reconciled over 50 turns ago (there was a Crusade for Tunis back then) and they haven't fought anyone (or been fough by anyone) actively ever since. I have met this problem myself too, as I warred with Scots, Milan, Danes and Sicily, and only Milan happened to send in an emissary requesting a Ceasefire (during ~15 turns after we stopped attacking each other)
Ceasefire offers are calculated adequately though, a nation that I'd given ass-whooping will understand that my offer of ceasefire is "very generous".
Last edited by N3rull; February 23, 2008 at 03:40 AM.
Looking over this thread I really didn't see any installation instructions. Do you just replace the regular files in MTW2 with these? And can anyone verify this working with steam? Or for that matter directing me to a steam friendly mod. I've tried installing a few mods and had no luck with my steam version.