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Thread: A couple things modders seem to have ignored

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  1. #1

    Default A couple things modders seem to have ignored

    Well after a peruse through all the mods, I noticed some big things that none of the mods seem to fix. I apologise in advance for not knowing if something is hardcoded and unfixable:

    -RAWR I HATE HUMIES!. Contrary to popular belief, the AI is hyperaggressive, atleast diplomatically. They declare war on you despite them having absolutely no chance of winning (like Savoy declaring war on human France) but they do so because they have a burning hatred for Humans. By turn 10 as France I've taken Westphalia, Venice, Savoy and United Provinces; none in wars I've declared (thankfully GB decided to stay out of the UP war). The most annoying bit has to be those goddam Native Americans. God they piss me off so badly. Especially how they can hide and ambush on the middle of a ing road.

    -Fight to the death! AI Never ever, EVER accepts demands of surrender, no matter if they're a matchlock citizen up against a full stack of Coldstream Guards (I modded the unit cap). Similarily, they never offer surrender to YOUR troops.

    -The army ADD-disorder. You can choose NOT to intercept an army once, and ONLY ONCE. The next time, your ADD-ridden troops are going crazy that they can't fight and you MUST intercept the enemy.../facepalm.

    -The bug that made me lose alot of my hair. When you order a withdraw, your units sometimes proceed to RUN TO THE OTHER SIDE OF THE FRIGGIN MAP! Yes, that means GOING THROUGH THE ENEMY ARMY to withdraw. Sigh.

    -lol wut. You can withdraw from the battle you're fighting even though you've already retreated once. This is especially useful when your indiaman is encroached by a stack of pirate fluyts. Just make sure the indiaman isn't cornered or else it'll sink.

    -Extreme AI cheating. The AI gets his colonies without even completing any of the objectives human players get...

    -The 19th Century Italian Military Syndrome. When you attack an army and change your mind, your army should stay where it is or atleast move a few paces back (like it was in M2:TW). It does not mean that your army should be sent fleeing for the hills 2000 miles away or that it should suddenly all commit seppiku and die.

    -Shoooooooo annoying little pests. Enemy sieging but not assaulting? Scared that you can't raise a relief army in time? Sally forth, and hit 'break siege' on the actions menu. Voila, AI's siege is broken for your turn.

    -For the love of god, the units that pop up should be deployed at the same time and onto a specific point/formation at the edge of the map, NOT ALL RUNNING HEADLONG INTO THE ENEMY'S BAYONETS. What the hell were the programmers thinking? What was wrong with the reinforcement system since Medieval 1: Total War? A little carelessness and wham an entire unit is suddenly charging into the enemy army.

    -GREAT DISHONAH! MUST COMMIT SEPPIKU So your ally decides to go against his crappy coding and attack a city for once. But wait! Your army is just a day's march away, and you really really want that city! Easy. Join the battle as reinforcements and exit the battle once in. The allied AI army, distraught at seeing you leave the battle, decides that the only honorable way is to commit mass-seppiku (well, so does half your troops unfortunately). For best effect, allow the ally AI to kill off all the opponents before exiting.

    -I forgot which mod fixed this, but just a general request; please, for the love of god, can anyone make gentlemen stop spawning in your colonies? I was lucky in my French game that all 3 gentlemen who spawned in Montreal had a Brit university to leech off. In my Dutch game, 3 gentlemen spawned in bloody Sri Lanka, which made me lose another batch of hair.

    -Also another general thing; what is causing extreme lag when you select armies in cities and navies?

    A last request: Please can anyone make a mod which removes all the fences? I am thoroughly sick of my platoons getting destroyed because soldiers don't know how to cross a fence diagonally.
    Last edited by Scorpius_Brutii; April 05, 2009 at 09:20 AM.

  2. #2

    Default Re: A couple things modders seem to have ignored

    They declare war on you despite them having absolutely no chance of winning (like Savoy declaring war on human France) but they do so because they have a burning hatred for Humans
    Is there ever a chance of the AI winning? Not when they attack infantry armies with cavalry in built up areas. Not when their huge stack of pikemen will pursue a single unit of cavalry around the map while a stack of cannon are shooting them to pieces because they know that their pikes are super effective against cavalry. Not while an army of AI light cavalry will pursue your single regiment of horse around and around and around in a big mob without ever considering spreading out, flanking or any of this ridiculous strategy business, until the timer clicks over and they have to go home, taking heavy casualties in each unit from the single unit of slower cavalry because the "end battle" button has been clicked against them. Not while there are islands.

    You can choose NOT to intercept an army once, and ONLY ONCE. The next time, your ADD-ridden troops are going crazy that they can't fight and you MUST intercept the enemy.../facepalm.
    You mean how if you're blocking the AI's path and you choose not to intercept them, they attack you? This is completely logical, not a flaw. What is funny is that rather than pursuing your defeated single light infantry to the otherwise undefended town (without walls or anything) to which he has fled, half a move away, with their almost full stack, they will take a left towards the more distant textile factory, where they will cause mischief in a couple of turns.

    Enemy sieging but not assaulting? Scared that you can't raise a relief army in time? Sally forth, and hit 'break siege' on the actions menu. Voila, AI's siege is broken for your turn.
    Lol, if only they ever waited for a turn. The siege mechanics in this game are almost worse than the naval landings.

    I sense a lot of frustration here... but I wonder if there are any TW fans who aren't suddenly worried about hair loss.

  3. #3

    Default Re: A couple things modders seem to have ignored

    [QUOTE=General_Meevious;4877976]
    You mean how if you're blocking the AI's path and you choose not to intercept them, they attack you? This is completely logical, not a flaw. What is funny is that rather than pursuing your defeated single light infantry to the otherwise undefended town (without walls or anything) to which he has fled, half a move away, with their almost full stack, they will take a left towards the more distant textile factory, where they will cause mischief in a couple of turns.

    [QUOTE]

    Actually, I mean what I mean...its happened to my navies in ports; a navy passes by i don't intercept...then another ship passes by and wtf I can't press don't intercept -.-

  4. #4

    Default Re: A couple things modders seem to have ignored

    Yeah the sally forth is a really frustrating issue. As it stands, there is no point to besieging a city because the AI will sally before they are forced to surrender, and then if you defeat them, it doesn't give you the city, instead it breaks the seige and gives the AI more militia. Sooo ridiculous!

  5. #5

    Default Re: A couple things modders seem to have ignored

    Anyone know how to decrease the amount of hate you get for 'territorial expansion' ?

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