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Thread: Stronger AI Armies (using recruit_priority_offset in EDU)

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  1. #1

    Default Stronger AI Armies (using recruit_priority_offset in EDU)

    Below I've included an improved (in my opinion) EDU file that utilizes "recruit_priority_offset", a new unit stat for Kingdoms. This causes the AI to prioritize recruitment of some units over others.

    The result is AI armies of stronger composition... no more armies composed primarily of Spear Militia and Ballistas. The enemy armies you'll face will be much tougher, consisting of more Knights, Pikemen, and other advanced units. (For example, if Armored Sergeants are available, the AI will recruit these over Sergeant Spearmen. If Feudal Knights are available, the AI will prefer these over Mounted Sergeants.)

    This is a preliminary version that hasn't been fine-tuned, so it may need to be tweaked for certain factions. To use it, just copy this file over the current file in the DLV_ext/data directory. It doesn't change any unit stats, and should be save-game compatible. (It only works with Kingdoms, though.)

    A similar version was made for Stainless Steel and it really made the AI much tougher.

  2. #2

    Default Re: Stronger AI Armies (using recruit_priority_offset in EDU)

    Really promising idea.... + Rep!

  3. #3

    Default Re: Stronger AI Armies (using recruit_priority_offset in EDU)

    @Savage
    We have this in 5.4 beta..but thanks anyway...maybe you can compare them

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  4. #4

    Default Re: Stronger AI Armies (using recruit_priority_offset in EDU)

    Quote Originally Posted by repman View Post
    @Savage
    We have this in 5.4 beta..but thanks anyway...maybe you can compare them

    repman
    Sweet... I haven't checked out the beta yet, but I'm glad to hear that it's included.

  5. #5
    nightwar's Avatar Ducenarius
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    Default Re: Stronger AI Armies (using recruit_priority_offset in EDU)

    Is this for 5.3?

  6. #6

    Default Re: Stronger AI Armies (using recruit_priority_offset in EDU)

    Quote Originally Posted by nightwar View Post
    Is this for 5.3?
    Yes, the file I uploaded was created with the 5.3 EDU.

  7. #7

    Default Re: Stronger AI Armies (using recruit_priority_offset in EDU)

    consisting of more Knights, Pikemen, and other advanced units
    but early medieval armies were composed of roughly 50% levy infantry, 20% professional infantry and the remaining 30% were knights horsed & unhorsed and light cavalry.

    Then later on the sergeant (man at arms) filled the gap between basic infantry and knight. But these were paid soldiers and only appeared later in medieval era.


    If you could reflect these things, it would be great.

  8. #8

    Default Re: Stronger AI Armies (using recruit_priority_offset in EDU)

    Quote Originally Posted by d3v View Post
    but early medieval armies were composed of roughly 50% levy infantry, 20% professional infantry and the remaining 30% were knights horsed & unhorsed and light cavalry.

    Then later on the sergeant (man at arms) filled the gap between basic infantry and knight. But these were paid soldiers and only appeared later in medieval era.


    If you could reflect these things, it would be great.
    Concur, but I'm sick of slaughtering spear militia in 1280 with my imperial knights. Might be a moment where I'd be fine losing some historical detail to make the game more challenging.

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