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Thread: XAI 3.4 FOR KGCM FEEDBACK

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  1. #1

    Icon14 XAI 3.4 FOR KGCM FEEDBACK

    Hi all,

    I am pleased to release the XAI files for 3.4, Though this is the work of the jedi master xeryx, MiiKLL and myself have also worked on the files in this conversion. I would like to make clear that this conversion very near its completion, could still do with some adjustments. However in saying that the XBAI files are done. Both have been optimised to work only with KGCM version 4.1.

    I would like to ask you all to provide feedback and reports in this thread for this mod conversion. The aim is to have XAI 3.4 performing at 100% in KGCM. Your feedback will help reassure us that we are achieving this goal. Just to make it clear once again this thread is only for discussion on XAI 3.4 conversion for KGCM 4.1. If you have any other questions about XAI including future versions please ask about them in the XAI forums.

    For those of you who are not familiar with XAI, this mod is a major overhaul of the campaign AI and battle AI for M2TW. Its advantage is that it completely focuses on improving AI and nothing else. The XAI teams work is to try and make their AI compatiable with major mods. We hope that you will find it performs better than any other AI. And we also want it to be error free so please leave feedback guys. As modders we need your support so that we can continue making the AI even better.

    I have provided the XCAI and XBAI files as two seperate attachments to this thread. So that you can choose to use one or both at the same time. Installation is simple, extract the packed RAR files with WinRAR onto your computer. Then copy and paste the data folders from inside the XCAI 3.4 and XBAI 3.4 folders to the mods\kingdoms_grand_campaign_mod folder. This will automatically put all of the files and folders into place. If you have any problems at all getting XAI 3.4 to work please ask for help in this thread.

    Thank you to xeryx and the XAI team for this conversion.

    31/07/09 UPDATE

    The XCAI 3.4 files have been fixed and attached back into the first post.

    Dave
    Last edited by Dave Scarface; July 31, 2009 at 07:35 AM.

  2. #2

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    ok well i have been playing alot and well running auto campaigns when i am not playing so i have seen a fair bit of the CAI in action but first let me start with the BAI...

    Brilliant i have seen some almost human style reactions from the ai (maybe not a super bright person but 6 huge steps beyond most AIs out there) they use cavalry well which most AIs do not come close to achieving the bolstering of lines and targeting the general methods flanking all superb i have been using the BAI for well over a month now and it has no comparrison and i have sampled a few peoples AI closest to this would be germanicus 5 BAI switcher which has some interesting AI effects but still doesnt stand against this IMHO

    The CAI i have seen many promising changes in behaviour diplomacy, perhaps a touch to aggressive and war mongering as by 90 turns in there will be little in the way of aliances and alot of war ALOT but it does seem to assess threat better and certainly drives the horde better which i was most happy to see . Generally happy with it certainly seems to perform well if but a touch heavy handed as result i have seen the garrison of the AI again going to low levels as it priorities conquering over defense so the garrison script will indeed need to stay in place

    As for the pope in 4 test campaigns all being over 300 turns 3 times he has mastered all of italy one of those he was kicking the hell out of france i am not sure whats making him so effective as i have yet to look at troop balance recruit pools for papal states only in the one did he seem moderately agressive only taking 2 extra lands in 300 turns and it was warranted as he had excomunicated milan which it was from them he was waring with

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  3. #3
    Alibi's Avatar Foederatus
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    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    why i fail to install them? After i copy them into the kingdoms_grand_campaign_mod folder, i can not go into the map campaign mode. However, it does work in the battle mode. what's the problem?

  4. #4

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    have you tired starting a new campaign or reloading an old save as well there may be a descr_strat difference in the files which would be prohibitive to playing a old save

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  5. #5
    Alibi's Avatar Foederatus
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    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Quote Originally Posted by Soul Firez View Post
    you shouldnt have need to redownload frsh KGCM there is no submod or whatever that affects the ai files so whatever you had should have been fine can i ask what file you extracted the files to ?? did you extract to KGCM file or the KGCM data file etc need some details to try figure what happend
    You're right. The problem is solved after I reinstall the lastest KGCM v4.1. I can't wait to try the new XAI 3.4. Thanks.

  6. #6

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    I don't understand what the problem is here guys, this is just a simple case of extracting the XBAI 3.4 and XCAI 3.4 folders onto your computer and then copy/pasting the data folders inside them to the mods\kingdoms_grand_campaign_mod folder. I assume that you are using WinRAR to extract the files?

    Edited the first post to explain a bit more on how to correctly install the files.

    Dave
    Last edited by Dave Scarface; July 22, 2009 at 10:32 AM.

  7. #7

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Does this version address the CAI's aggressive Pope?

  8. #8

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Quote Originally Posted by pwf224 View Post
    Does this version address the CAI's aggressive Pope?
    The Papal States are still the same, nothing has been changed. I am aware that some people don't like the Pope more aggressive but me xeryx and MiiKLL were happy with the way things are. Let us wait and see what the general feedback is like before we talk about future changes. At this point we are only interested in recieving feedback on the current build of XAI 3.4.

    thanks,
    Dave

  9. #9

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Quote Originally Posted by Grislok View Post
    If I had no rar file program like winrar would that result in the message I got?
    I'm not sure but you can also use an excellent program called 7-Zip to extract RAR files here is a LINK

    What changes from KGCM 4.1 to XAI in desc_projectiles and export_descr_units?
    I did not work on the desc_projectiles.txt and I am not sure what settings they changed. However when comparing files I always use ExamDiff here is a download LINK its very easy to use. As for the EDU as I can recall cavalry and missile units were given the area affect in their stat_pri_attr, I think thats all. But again you can use ExamDiff to see any differences.

    Dave

  10. #10

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    What changes from KGCM 4.1 to XAI in desc_projectiles and export_descr_units?

  11. #11
    xeryx's Avatar Follow the White Rabbit
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    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Quote Originally Posted by FortressofRain View Post
    What changes from KGCM 4.1 to XAI in desc_projectiles and export_descr_units?
    Try them and see if you like them. Then give us some feedback!

    Thanks for the review soul firez, try the campaign on hard and see if you like how it plays better. Agressiveness, should be the main difference.
    Proudly patronized by B. Ward Click Sig Logo for Downloads, Click forums here and here
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  12. #12

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    If the BAI defends more frequently than it used to (which was almost never) instead of always attacking your lines, you know you have XBAI. Also, if you see the Pope attacking Milan early on, armies merging into full stacks, and more wars/alliances/vassals than you used to, you have XCAI.

    Now I got myself all worked up. I have to go defend Constantinople from the Mongolian and Turkish jihad armies besieging it. Oh, did I mention they are allies so that when one attacks they will reinforce the other. Good thing I invested in ballista towers and imported some Byzantine guards from Corinth

    In all, besides the Pope being a little too fiesty, XCAI is THE BEST CAI I have played yet. Great work xeryx and MikKL and of course dave for KGCM and for helping in the conversion. Can't wait til the official release comes out.

  13. #13

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Oh I got it. Thanks...I am a tad computer illiterate but am improving. I can not even wait....however, the horrific truth is I am leaving tomorrow for 8 days and will not be able to play. Take it easy, gris out.

  14. #14

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    I have deleted several posts from this thread because they were just spam. Sorry guys but I must keep this thread easy to read for everyone.

    Dave

  15. #15
    Alibi's Avatar Foederatus
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    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    The archers are still too away from guarded infantries when the battle begins. My cavalry always sound the charge, knock out their forces with ease. The situation is the same even I meet the elite longbowmen. So how about adding Germanicu5 stakes script into XAI 3.4 in the future?

  16. #16

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    the stakes script is pretty brutal and can make thingas a little more prone to crash perhaps a slight formations adjustment might work .

    i personal dont like when during the game not just at the start that archers can put in stakes i have seen it done mid horse charge they deploy stakes and well not realistic it aint a quick job putting stakes in but thats just my 2 cents

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  17. #17
    Alibi's Avatar Foederatus
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    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Quote Originally Posted by Soul Firez View Post
    the stakes script is pretty brutal and can make thingas a little more prone to crash perhaps a slight formations adjustment might work .

    i personal dont like when during the game not just at the start that archers can put in stakes i have seen it done mid horse charge they deploy stakes and well not realistic it aint a quick job putting stakes in but thats just my 2 cents
    En, you might omit some details of the stakes script. Actually, there're two versions of stakes script. That's AI stakes deployment script v0.2(which you metioned) & timer-based version v0.131(which I'd like to recommend). The latter is more realistic because longbowmen only put stakes just some time at the start of the game. They'll not shock your cavalry.
    Last edited by Alibi; July 24, 2009 at 10:00 AM.

  18. #18
    Rhythalion's Avatar Libertus
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    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Well, played a few turns so far and a few things i've seen with the CAI whilst i'm playing as Denmark on Hard campaign difficulty.

    Teutonic Order seems to love invading the rebel settlements in scandinavia, which between them and Norway means the initial expansion with Denmark is a rush, but fun. I was able to buy Skala (sp?) off the Norweigans for 5K and a trade agreement anyway.

    Ireland is WAY more aggressive, leading me to think they may be overpowered at the start, and by turn 16 had taken back all of Ireland from the English, had invaded Wales and taken the Norweigan settlement in between the isles, put in a naval blockade of both English settlements on the mainland Europe, and had a blockaded a Spanish settlement. So by turn 16 were at war with 4 foreign powers. Bit too agressive?

    KOJ and Antioch were also expanding quickly by turn 16, Jerusalem having taken all settlements directly east of their city all the way to the map, and having control of all city's up to Antioch, which was expanding into the Turks territory. Back in Iberia the staus quo remained with Spain, Portugal and the Moors, France was attacking the English settlements on mainland europe, HRE, Byzantium, Hungary etc etc all the same, the Pope was at war with Milan, having excommunicated them, venice was the the same as the start etc.

    In all, a fair bit of movement and expansion early on, where possible, and factions that were at war with each other didn't waste any time in getting into business. First time i've really seen the pope go to war with another christian faction, or a christian faction attack the pope, but again I rarely play more than 100 turns before I add a submod or new AI or whatever and need to start a new campaign lol.

    Diplomacy was surprisingly easy, and as Denmark have an Alliance with Poland, France and Scotland, aiming to sandwhich the HRE between my allies and me, support Scotland against Norway and eventually do like a good viking and re-invade England, which, after 16 turns, is in trouble from Ireland and Scotland, and has been excommunicated. I like the diplomacy like this.

    Ireland was the big surprise, as they seem ultra aggressive, strong, and i'll need to move quick to invade England, delaying my attack on Norway.

    All in All, good work and enjoyable

    Can't wait to see how the hordes and re-emrgening factions work with it!
    Team Member of LOTR:TW, Beta Tester for some others



  19. #19

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    Funny, in my Byzantine campaign using XAI Ireland and England remained at peace for over 100 turns. They are still at peace and Ireland is contained to its original regions. England beat Wales, with some monetary help from me, and Wales has been expatriated to the Isle Of Man for over 50 turns, with no military or any significance on the rest of the British Isles. Scotland and Norway have remained at war, but no progress has been made there either.

  20. #20

    Default Re: XAI 3.4 FOR KGCM FEEDBACK

    It does seem quite random on which nations will get the killer urge i have seen ireland as a super mean power hitting england hard i have also seen them seek peace with england offering trade rights money and map info to get peace which to be honest i am enjoying this huge turn around of nations outward play makes each campaign a whole new game

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

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