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  1. #1
    TheBromgrev's Avatar Ducenarius
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    Default Script Question

    After a brief (30 minute) search through the mod's data files and the forum and not finding an answer, I decided to make a new thread. Where in the data files is the "AI money help" script? I removed the text in campaign_script.txt under "AI cash script", but nothing happened when I tried a new campaign.

    I really like this mod, and it is one of my favorites, tying with Third Age. However, as in TATW, I can't stand the AI money or garrison scripts. I know why it was included, but I find it to be more annoying than challenging. Fighting non-stop full stacks of Seljuk infantry is not my idea of fun, especially when historically, the Seljuks fragmented fairly quickly AFAIK.

    Did I remove the wrong text from the wrong file? Or is something else going on that I don't know about? Any help would be appreciated.

  2. #2

    Default Re: Script Question

    No, that was correct.

    How do you tested it? Maybe you just thought the AI would get help, but in reality they didnt...
    BTW you can see in the logfiles the works of the script (a good amount of digging through that file is necessary, though).
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  3. #3
    TheBromgrev's Avatar Ducenarius
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    Default Re: Script Question

    Thanks, I'll test it again.

  4. #4
    TheBromgrev's Avatar Ducenarius
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    Default Re: Script Question

    OK, I deleted the modified script and replaced it with a copy of the backup. Deleted the text between Extra Siege Costs and stopped when I saw The Mongol Invasions. Works like I intended now. Turns out I missed the Extra Siege Costs section.

    On a side note, does anyone know what the AI Faction Stacks script does?

    In every game I played (especially when playing as them ), the Seljuk Turks steamroll everyone after turn 80. As the KoJ on turn 92, the Seljuks have 15 full stacks wandering around (don't know about troop quality), have wiped out Georgia and the Abbasids, and made good progress into Ghazni, Oman, and Khwarezm lands. 8 of their stacks are in northern Iraq, meaning they'll be coming for me next. The next strongest faction is myself at 6 full stacks of mostly Arab militia, followed by the ERE with 5 stacks. All of the other factions only have 2 or 3. IMO, the Seljuks AI doesn't need any help, but I may put the money script back in for some of the other factions if the AI can't handle the job without help.

  5. #5
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Script Question

    Quote Originally Posted by TheBromgrev View Post
    On a side note, does anyone know what the AI Faction Stacks script does?
    It gives the AI some stacks under some conditions?
    Quote Originally Posted by TheBromgrev View Post
    In every game I played (especially when playing as them ), the Seljuk Turks steamroll everyone after turn 80. As the KoJ on turn 92, the Seljuks have 15 full stacks wandering around (don't know about troop quality), have wiped out Georgia and the Abbasids, and made good progress into Ghazni, Oman, and Khwarezm lands. 8 of their stacks are in northern Iraq, meaning they'll be coming for me next. The next strongest faction is myself at 6 full stacks of mostly Arab militia, followed by the ERE with 5 stacks. All of the other factions only have 2 or 3. IMO, the Seljuks AI doesn't need any help, but I may put the money script back in for some of the other factions if the AI can't handle the job without help.
    Well, actually Seljuks steamroll because of the script, among others. If you turn it off, it would be different, I guess. Or did you play 10 campaigns without the script already?
    And what is the quality of those stacks in comparison to those appearing with the cash script running?

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  6. #6
    TheBromgrev's Avatar Ducenarius
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    Default Re: Script Question

    Quote Originally Posted by wudang_clown View Post
    Well, actually Seljuks steamroll because of the script, among others. If you turn it off, it would be different, I guess. Or did you play 10 campaigns without the script already?
    And what is the quality of those stacks in comparison to those appearing with the cash script running?
    No, I've only played one so far. I was referring to games before I started tampering with the script. I play on VH/M by the way, in case that matters.

    In case anyone's interested, changing the script is NOT save-game compatible. There won't be any CTDs, but the changes won't take affect.

    Right now I'm playing as the Abbasids without the scripts I mentioned earlier. It's currently turn 36, and the Romans and Armenians have almost destroyed the Anatolian Turks (they have half an army and 3 settlements). The Ayyubids and KoJ are at a stalemate, Ghazni own all of Afghanistan, eastern Iran, and Baluchistan, and the Ghorids control northern Pakistan. Both Rajputs and Georgia have taken one settlement each and not gone anywhere. The Omani and Kwarezm have started spreading southwards and eastwards. The Kipchaks have one settlement left until the United Clans event, and the Seljuks have taken Azerbaijan and stopped. If the Rajputs and Georgians fail to do anything for the next 10 or so turns I'll turn their money scripts back on, as their generals' upkeep is killing their economies.

    Thanks Strelac, I'll keep that script in then, as it doesn't address my original issue.

  7. #7
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    Default Re: Script Question

    If I remember good, It gives AI extra army when neighboring faction is player owned.

  8. #8
    GrandViZ's Avatar Domesticus
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    Default Re: Script Question

    There is a reason why those scripts are in the game precisely in the way as they are now.

    The balance of the early game highly depends on those boni for the AI. Removing them entirely will definitely hurt your campaign experience. You should also note that those boni are faction specific, and have been balanced with the starting conditions for each faction and the general economic setup.
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  9. #9
    TheBromgrev's Avatar Ducenarius
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    Default Re: Script Question

    Yes, I know that. Why give the AI extra help if they don't need it? The point of me removing it is that the Seljuks and ERE are consistently able to send wave after wave of seemingly free units with 4 experience, while I'm stuck in the meat grinder losing a war of attrition. I personally don't find that to be enjoyable and am experimenting with fixing my perceived balance issue, posting the results for anyone else who's interested.

  10. #10
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    Default Re: Script Question

    GV was talking about benefits for the early game. The effect you describe is mid to late game.

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