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Thread: XAI -3.4 for SV 3.x

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  1. #1
    xeryx's Avatar Follow the White Rabbit
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    Default XAI -3.4 for SV 3.x

    I would like to have some of you guys download the XBAI 3.4 (click Signature)

    Install these 2 files.
    battle_ai.xml
    config_ai_battle.xml

    if you want to apply the other changes go ahead.

    If you are really froggy, and are going to try the CAI..BE FOREWARNED the ai_labels are different this version and you would need to change the desc_strat.file. I would howevr leave the upto the Commander and Chief.

    I wouldn't mind some feedback on the new BAI though. Thanks have a great weekend.
    Last edited by xeryx; June 09, 2009 at 11:36 PM.
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  2. #2

    Default Re: XAI for SV 3.2

    Thanks Xeryx

    Argent Usher did a great job, and I think you will all appreciate the 2d graphical enhancements, for the next version, that he helped me out with as well.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
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  3. #3
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI for SV 3.2

    Of that, I have no doubt!!

    Thanks for the Sticky!
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  4. #4

    Default Re: XAI for SV 3.2

    What does this change if you don't mind me asking?

  5. #5

    Default Re: XAI for SV 3.2

    It adds a new campaign and battle AI. You should see a considerable improvement in Ai behaviour.

    XAI Forum

    Keep in mind that it is beta, and the next release will be more properly balanced to take XAI into account.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  6. #6

    Default Re: XAI for SV 3.2

    Quote Originally Posted by SicilianVespers View Post
    It adds a new campaign and battle AI. You should see a considerable improvement in Ai behaviour.

    XAI Forum

    Keep in mind that it is beta, and the next release will be more properly balanced to take XAI into account.
    Is there a general ETA for the next release?

  7. #7

    Default Re: XAI for SV 3.2

    Hi im just wondering if all of the files are extracted to the sv data folder?

  8. #8
    PubliusKhannus's Avatar Senator
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    Default Re: XAI for SV 3.2

    after reading a fantastic AAR by aeneas veneratio, i have decided to try this mod. I've tried darth's mod, ultimate ai and broken crescent with mixed results. Often after a day or two the battles will cease to work(the ones i try to control) saying m2tw has encountered an unexpected error etc etc. 1) any ideas on why. 2) will that occur with this mod? 3) i sincerely hope not as this seems a fantastic mod with loads of potential.

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  9. #9
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI for SV 3.2

    Quote Originally Posted by PubliusKhannus View Post
    after reading a fantastic AAR by aeneas veneratio, i have decided to try this mod. I've tried darth's mod, ultimate ai and broken crescent with mixed results. Often after a day or two the battles will cease to work(the ones i try to control) saying m2tw has encountered an unexpected error etc etc. 1) any ideas on why. 2) will that occur with this mod? 3) i sincerely hope not as this seems a fantastic mod with loads of potential.
    You should not have any issues with this, due to the fact both XAI and SV were built on the Kingdoms 1.5 platform. XAI was designed only for it, and if used elsewere, there will be most likely be crashes. We will work on backwards compatibility, in the future.

    We are still working hard on improvements, for XAI. I have been diving back into the Sieges. There are many good things ahead. If everything cooperates of course.

    Hello Hunter, what 2 problems?
    Last edited by xeryx; March 24, 2009 at 10:56 AM.
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  10. #10
    Morfans's Avatar Semisalis
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    Default Re: XAI for SV 3.2

    Installed SV-XAI when my EE Siculo-Norman campaign was already at turn #115 or so.

    In a couple of turns, the campaign AI has solved the stalled situation (see jpg) with Fatimids, who kept amassing armies at the Jsalem borders but never attacked (just a few blockades here & in Sicily).

    Two Fatimid armies have laid siege to Jsalem so far. In both cases I sallied forth: I attacked the first army frontally and the AI behaved quite sensibly, sending light infrantry/cavalry to harass my guys while they were deploying,
    assembling proper formations during the battle and finally retreating in good order when it was clear the day was lost. But with the 2nd army, I tried a more cautious approach and sent the garrison out through a lateral gate - in this case, the AI kept most of its army facing the front gate (only the light cavalry broke the formation to attack me) and I eventually slaughtered them all.

    Thought you could be interested ...

  11. #11

    Default Re: XAI for SV 3.2

    You shouldn't have a problem, I believe this is one of the more stable mods out there.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  12. #12
    PubliusKhannus's Avatar Senator
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    Default Re: XAI for SV 3.2

    aight thanks man, but after further research I feel utterly stupid. It requires the Kingdoms expansion pack which would explain why it doesn't work for me. But not the other mods. Lol sorry for the needless question, thanks anyways.

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  13. #13

    Default Re: XAI for SV 3.2

    It should be unzipped into the data folder.

    Whenever a patch does not have an installer, you should unzip it some where, and compare the file structure to be sure you are copying it to the correct location.

    This is the best way to avoid messing up your install.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  14. #14

    Default Re: XAI for SV 3.2

    hey, what does SV mean? i am guessing this means that this mod is for the vanilla version of the game. so, i went and downloaded it and installed it in my data folder. However, when i try to start a new campaign, play a custom game, or do anything, nothing happens and i just get redirrected to the start page. for example, i will go to single player and click on it, this will take me to choose grand campaign, quick match, custom match.... If i click on any one of these options, nothing happens. it just does not move anywhere. plz help

  15. #15

    Default Re: XAI for SV 3.2

    This is for Chivalry II: The Sicilian Vespers.

    You need to install ChivII:SV 3.0, and the 3.2 patch first.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  16. #16

    Default Re: XAI for SV 3.2

    Hi Xeryx, im trying this mood to see how well your ai is doing, are you still working on atacking siege ai? Im asking this becouse i saw 2 problems there. keep up the good work

  17. #17
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI for SV 3.2

    @morfans, if you are defending on a siege the ai is limited (but expanded from Vanilla), and in the future, is going to require much more coding. The enemy AI only sees the square as the objective. So there are no real tactics that the AI uses.
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  18. #18

    Default Re: XAI for SV 3.2

    The two problems that i saw on the sieging ai is: When i sally out of the castle to atack the ram and ladders, and normaly i always lose this unit of cav the ai dont grab them again, instead they all run to to a lether that they placed on a wall, and that its a very bad move becouse they only have one or two entrys and its easy to defend, normaly i win becouse of this, the second problem is the reenforcements they dont go help the sieging army they stey put.

  19. #19

    Default Re: XAI for SV 3.2

    Quote Originally Posted by Hunter_PT View Post
    The two problems that i saw on the sieging ai is: When i sally out of the castle to atack the ram and ladders, and normaly i always lose this unit of cav the ai dont grab them again, instead they all run to to a lether that they placed on a wall, and that its a very bad move becouse they only have one or two entrys and its easy to defend, normaly i win becouse of this, the second problem is the reenforcements they dont go help the sieging army they stey put.
    I noticed this too, but without XAI patch.
    Did you guys think about Lusted's patches?
    It contains lots of fixes, the AI armies even disembark to other reagions and start a really invasion.

  20. #20
    xeryx's Avatar Follow the White Rabbit
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    Default 3.4 BAI testing?

    oops
    Last edited by xeryx; June 04, 2009 at 05:57 PM.
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