thanks for the replies - id agree that a hex edit might just be a bit.. well.. ok bit being defined in light years, out of my league.
settlement mechanics seems to be moddable with saves afterwords.
anything in the "world" folder seems would be right out.
didnt realize the traits/ancil could be added too - (understanding that subtractions would be game crashing) - going to give my favourite mod - kingdom's grand campaign atm - a whirl with adding troop morale to AI general creation.
i seem to remember switching out the projectile file without issues.
ah well, was more of a curiosity type question then anything. seems strange that something as specific as weapon delay would be allowed, but weapon damage not..
as a side question, im currently using Lusted's AI, in the statement :
Code:
<!--IF ALLIED AND VERY TRUSTWORTHY, CANNOT FORCE INVADE, INVADE NONE, RANDOMISED SLIGHTLY-->
<min_entry stance="Allied" global_standing="0.5"/>
<max_entry stance="Allied" rand="0.8"/>
<faction_attitude can_force_invade="false" invade="invade_none" continue="false"/>
</decision_entry>
how would one increase the chance of the AI desiding thier ally would be better off .. well, dead? is the rand statement an inverse? ie, currently a 20% chance (0.2) that the ai will end the alliance? which seems not to be the case just from empirical evidence.
edits -typing cognizant sentences after being awake 26+ hours > me