ReallyBadAI Battle System for Stainless Steel and Battle AI Scripts
Current features show after clicking download link
Battle AI Switcher is featured in SS
Features:
Spoiler Alert, click show to read:- new formations
- 4 different settlement capture schemes
- switches between set number of AIs giving a good variety of AI behaviours
- switches between different defensive AI formations
Current AI setup: standard, cautious, aggresive
Changelist:Spoiler Alert, click show to read:
v2.0:
-reworked mechanics, now running via show_me
- always savegame-compatible
- scripts can be skipped if any errors occur
v1.37-38: improved scripts
v1.36 list of changes:
- new settlement assault formations
- major siege revamp
- AI more aggressive in open battles
- fixed numerous bugs
v0.88 list of changes:
- better missile troops management
- improved formation cohesion
previous changes:
- new siege stage progression requirements
- improved AI movement during crossing battles
- siege with multiple armies adjusted
- aggressive outflanking
- missile units concentrate fire on melee units more often
- reduced passive behaviour of supporting AI armies
- specifically adjusted for huge unit size
- ladders/siege towers throughput revamped to suit huge unit size
- outflanking improvements benefiting huge unit size
previous changes:
- increased unit cohesion when maneuvering
- short-ranged missile units performance improved
- siege adjustments, particularly siege defense
- corrected missile troops firing positions
- different threat assessment scheme
- skirmish distances and reaction times: adjusted and tested
- engage distances adjusted for better battle performance
- encouraged outflanking: makes better use of cavalry, reduces chances of AI charging pikes and allows deep operation (achieved by changing a couple of loosely connected settings)
- battle-analyser adjustments
Manual Mod Integration Instructions
1. Download ReallyBadAI and find a set of files in InstDir\g5\Manual_Integration\ .
2. Import combat balancing settings that are mod-specific (found in your mod's battle_config.xml):
Spoiler Alert, click show to read:<combat-balancing>
<missile-target-accuracy>
<infantry>x.x</infantry>
<cavalry>x.x</cavalry>
<elephants>x.x</elephants>
</missile-target-accuracy>
<melee-hit-rate>x.x</melee-hit-rate>
</combat-balancing>
3. Check if your EDU uses skirmish class, try not to use it for units other than gunmen\javelins\crossbowmen, guild's missile bonuses don't apply to them (still it's very useful for units that need a direct line of sight to shoot).
4. Change formation of units based on elephant mount to horde - if it's not widely used it'll work, it's important that infantry doesn't use the formation (or very rarely), you can decrease elephants' formation spacing by ~30%.
5. You need to give all foot missile units with range exceeding 160m "extreme_range" attribute (not mandatory for quick individual integrations).
6. If your mod doesn't use mod-specific advice files and texts, you can copy advice files without problems, but if it does, then you'll need to import some values manually - entries from export_descr_advice.txt, export_descr_advice_enums.txt and export_advice.txt (all including variations of G5Script entries), you'll need to delete advice-related .bin file found in your mod's data/text directory too (and please delete the *.bin file supplied with ReallyBadAI). Keeping Vanilla advice isn't advised and will lead to battle CTDs, so in 90% of cases your best shot is just overwriting old advice files with the ones I supplied.
7. Copy-paste contents of ReallyBadAI_Scripts_v5.txt to your campaign_script.txt, preferably just above "wait_monitors" line. A note to mod creators - DO NOT cut out any lines (neither these around "G5 BAI Stuff", nor "Additional Scripts").
8. All files I didn't mention should be copied following normal routine.
9. The folder in which you need to copy the AI files is your mod's main directory (something like Medieval II Total War\mods\YourModName\).
Standalone AI Stakes Deployment script v0.37 HERE (timer-based version v0.3* HERE):
*I left it because it's more suited for mods with missile units engaging far from AI's formation
Spoiler Alert, click show to read:- executed over multiple battles and turns
- AI deploys stakes during defensive battles provided that it's not succesfully ambushed (incl crossing battles, sally-out batles and sieges too)*
- deployment based on player unit's distance from AI general
Installation: Copy the code to your campaign script file anywhere between "script" and "wait_monitors+end_script" lines, preferably to the bottom of the file. Needs campaign restart.
Known limitations: stakes not deployed on roads
If anyone thinks it's interesting and would like to integrate it with a campaign, just ask. Ofc no limits on private use.
-experimental ReallyBadAI Routing script available on 3rd page
Stainless Steel version with integrated scripts below: