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Thread: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

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  1. #1

    Default To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    is it possible to fix this problem by increasing settlement's unrest when only few units guarding it but not the garrison scripts?
    I saw that sometimes after AI crusaders captured Jerusalem they won't go on to attack other nearby enemy settlements but stay in Jerusalem to maintain public order. i guess it's not realized by scripts.
    my point is that even in a faction's capital city with 100% religion conformed they will still need to put 4 or more units (depends on the population) to guard it or the public order will be in a riotous level. let entertainments and tax rates has smaller effect to public order while garrisons scales more.
    so the garrison scripts will nolonger be needed and the waiting time between turns will be shorter.
    but probably it will affect a lot of other features and change the game experience totally. it's just an idea.
    Last edited by Don; July 23, 2008 at 08:37 AM.

  2. #2

    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    this is primarily why the mod has garrison scripts in a lot of key settlements, so when you attack that 1 unit suddenly becomes a good stack, they are also there to make siege battles more exciting

    but its not in all settlements, and rightly so

    otherwise, making the AI act differently is very difficult

  3. #3

    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    Quick question relating AI: Is this using the latest version in Lusted's AI? I'm just curious...

  4. #4
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    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    Yes, it seems to be Lusted's latest AI.
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  5. #5

    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    k thx (+rep)

  6. #6
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    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    Wouw, first rep
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  7. #7
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    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    Finally i remember where i've read it - under FAQ:

    Q. What AI does Kingdoms Grand Campaign Mod use?
    A. My mod uses the final version of Lusted's Campaign and Battle AI.
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  8. #8

    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    The FAQ is a little old though, so I was wondering if Lusted has come out with a more recent AI or not since then, and if thats been implemented. I think it has but I'm not entirely sure.

  9. #9
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    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    From what i know, this was his latest AI release. Think the FAQ and Lusted's latest AI are of the same age... Unfortunately
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  10. #10

    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    Wouw, first rep
    Here's your second +rep

    From what i know, this was his latest AI release. Think the FAQ and Lusted's latest AI are of the same age... Unfortunately
    Yeah I know the old FAQ thread is looking a bit dusty.. And I think Lusted has abandoned work on his CAI now due to lack of time sadly. So the current AI in KGCM will remain unchanged.

    Dave
    Last edited by Dave Scarface; July 31, 2008 at 04:22 PM.

  11. #11
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    Default Re: To the problem that sometimes the AI only leaving 1 unit to guard a settlement

    Quote Originally Posted by dave scarface View Post
    Here's your second +rep
    .....................
    Yeah ....Dave
    Thanks, Dave.
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