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  1. #1
    Gorrrrrn's Avatar Citizen
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    Default settlement mechanics query

    Having a quick look through the settlement mechanics file (I assume I'm looking at the vanilla SS 6.1 one as I don't think I've installed any sub-mods or patches that change it) I found this under squalor:

    <factor name="SOF_SQUALOUR">
    <pip_modifier value="0.4"/> ;vanilla
    ; <castle_modifier value="0.5"/> ;vanilla
    ; <pip_min value="0"/>
    ; <pip_max value="16"/>
    ; <pip_modifier value="0.5"/>
    ; <castle_modifier value="0.25"/>
    ; <city_modifier value="0.35"/>
    <pip_min value="0"/>
    <pip_max value="16"/>
    </factor>

    the semi-colons mean those lines are commented out. would the lower values for castle and city be preferable? Is there a reason they were all commented out? (Do they work?)

    Other than that I'm going to try lowering the tax penalty from 1.75 to 1.5 and religious unrest pip_modifier to 1.00 to see if they help the AI

    Any other suggestions / comments?

  2. #2

    Default Re: settlement mechanics query

    Great to see your efforts on trying to get rid of rebellions..keep up the good work!

    I'm currently trying to make mongols a bit more agressive through the campaign_ai_db file..

    Also, trying to input some effort into making a more challenging AI overall, but no promises so far..

  3. #3
    Gorrrrrn's Avatar Citizen
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    Default Re: settlement mechanics query

    well it looks like we might not need to tweak the squalor - at least not in the early stages of the game. will have to see how that works out when settlements get bigger though.

    see the latest tweaks posted on the possible tweaks thread for a few ideas changing the tax penalty and religious unrest values. also a couple of CAI tweaks.

    Best of luck with mongols - in early campaign they need to be more numerous, another wave around Embi for example. Trouble is they meet a Kwarezm that has had 140 years to develop and they put up a damned good fight. (The campaign ai might help somehow - I suspect one reason the Mongols go quiet is that they are faced with kwarezm allied to egypt and turks. Makes the odds look overwhelming?

    Have to say cavalrycmdr's CAI file you posted is too long to make much sense of on screen, I lose track even with xml marker to view it through. And it's too long to print out. -

    Maybe we need to break it down into sections to understand it properly?

  4. #4

    Default Re: settlement mechanics query

    Quote Originally Posted by Rozanov View Post
    Have to say cavalrycmdr's CAI file you posted is too long to make much sense of on screen, I lose track even with xml marker to view it through. And it's too long to print out.
    Hehe..yeah, it's damn long!

    Maybe we need to break it down into sections to understand it properly?
    Well actually it's already divided in sections..but every section is fairly long, because of lots of specific conditions cavalrycmdr has set!

    I think I understand most of the <faction_ai_label name="default"> script he made, but I'm wondering is it really necessary to have such a large amount of conditions..

    He also made special scripts for other factions, that have some faction specific conditions and parameters, but I think most of it is copy/paste from his default faction script(<faction_ai_label name="default">)..as is the case with 6.1 script..


    My theory is that his "default" script is fairly good, so I'm trying to incorporate it with 6.1 script, make some tweaks and test it to see how it works..

    In this faze I'm testing the relations between AI factions(declaration of wars, alliances, ceasefires etc.)..so far so good, but will probably nead some more tweaking!

    In next faze I'll see how it goes for the human player! The ultimate goal is to make a more challenging experience for the players, stop the rebellion of capitals, and improve the AI behavior overall..hopefully!

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