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  1. #1
    Boriak's Avatar Senator
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    Default AI bonuses on or off?

    It's been a few weeks since I installed XGM. I forgot if I enabled the bonuses the AI gets. Is there a way to see which settings I enabled when I installed the mod?

  2. #2

    Default Re: AI bonuses on or off?

    Open export_descr_buildings.txt. There is a section near the bottom for buildings called hinterland_monument_one and hinterland_monument_two. You need only to look at the first level, which is for the Romans. If the Romans get an experience bonus, then you have bonuses on, if they do not, you have them reduced.

    Expand your borders, a mod based on XGM 5.

  3. #3
    Boriak's Avatar Senator
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    Default Re: AI bonuses on or off?

    This is what I got:

    building hinterland_monuments_one
    {
    levels victory_monument monument_romans_julii monument_macedon monument_egypt monument_seleucid monument_carthage monument_parthia monument_pontus monument_gauls
    {
    victory_monument requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } and hidden_resource nobuild
    {
    capability
    {
    recruits_morale_bonus bonus 1
    }
    construction 1
    cost 400
    settlement_min village
    upgrades
    {
    monument_romans_julii
    monument_macedon
    monument_egypt
    monument_seleucid
    monument_carthage
    monument_parthia
    monument_pontus
    monument_gauls
    }
    }
    monument_romans_julii requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } and hidden_resource nobuild
    {
    capability
    {
    }
    faction_capability
    {
    recruits_exp_bonus bonus 2 requires factions { romans_julii, romans_scipii, }
    happiness_bonus bonus 4 requires factions { romans_julii, romans_scipii, }
    construction_cost_bonus_religious bonus 80 requires factions { romans_julii, romans_scipii, }
    construction_cost_bonus_other bonus 80 requires factions { romans_julii, romans_scipii, }
    construction_time_bonus_religious 20 requires factions { romans_julii, romans_scipii, }
    construction_time_bonus_other 20 requires factions { romans_julii, romans_scipii, }
    taxable_income_bonus bonus 30 requires factions { romans_julii, romans_scipii, }
    trade_base_income_bonus bonus 3 requires factions { romans_julii, romans_scipii, }
    happiness_bonus bonus -1 requires factions { romans_julii, romans_scipii, }
    law_bonus bonus 1 requires factions { romans_julii, romans_scipii, }
    happiness_bonus bonus 1
    law_bonus bonus -1
    }
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    }
    }

  4. #4

    Default Re: AI bonuses on or off?

    You have bonuses on then.

    Expand your borders, a mod based on XGM 5.

  5. #5
    Boriak's Avatar Senator
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    Default Re: AI bonuses on or off?

    But I see a morale bonus, not an experience bonus there.

  6. #6

    Default Re: AI bonuses on or off?

    "recruits_exp_bonus bonus 2 requires factions { romans_julii, romans_scipii, }"
    This is what I'm talking about.

    Anyway, that's not the only indicator. I'm familiar with the EDB and I know that you have bonuses on.

    Expand your borders, a mod based on XGM 5.

  7. #7

    Default Re: AI bonuses on or off?

    I checked "reduced AI bonus", but it appears that AI bonus is still on??
    This is what I have in export_descr_buildings.tx:

    building hinterland_monuments_one
    {
    levels victory_monument monument_romans_julii monument_macedon monument_egypt monument_seleucid monument_carthage monument_parthia monument_pontus monument_gauls
    {
    victory_monument requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } and hidden_resource nobuild
    {
    capability
    {
    recruits_morale_bonus bonus 1
    }
    construction 1
    cost 400
    settlement_min village
    upgrades
    {
    monument_romans_julii
    monument_macedon
    monument_egypt
    monument_seleucid
    monument_carthage
    monument_parthia
    monument_pontus
    monument_gauls
    }
    }
    monument_romans_julii requires factions { barbarian, carthaginian, eastern, egyptian, greek, roman, } and hidden_resource nobuild
    {
    capability
    {
    }
    faction_capability
    {
    recruits_exp_bonus bonus 2 requires factions { romans_julii, romans_scipii, }
    happiness_bonus bonus 4 requires factions { romans_julii, romans_scipii, }
    construction_cost_bonus_religious bonus 30 requires factions { romans_julii, romans_scipii, }
    construction_cost_bonus_other bonus 30 requires factions { romans_julii, romans_scipii, }
    construction_time_bonus_religious 10 requires factions { romans_julii, romans_scipii, }
    construction_time_bonus_other 10 requires factions { romans_julii, romans_scipii, }
    taxable_income_bonus bonus 10 requires factions { romans_julii, romans_scipii, }
    trade_base_income_bonus bonus 1 requires factions { romans_julii, romans_scipii, }
    happiness_bonus bonus -1 requires factions { romans_julii, romans_scipii, }
    law_bonus bonus 1 requires factions { romans_julii, romans_scipii, }
    happiness_bonus bonus 1
    law_bonus bonus -1
    }
    construction 1
    cost 400
    settlement_min town
    upgrades
    {
    }
    }

  8. #8

    Default Re: AI bonuses on or off?

    Actually, you do have it reduced. I just forgot that XGM's system is slightly different. The Romans always get their XP bonus. It's the Scythians and Parthians that have theirs reduced.

    Expand your borders, a mod based on XGM 5.

  9. #9

    Default Re: AI bonuses on or off?

    so when you check "reduced AI bonus" in installation, it reduces the bonus for every AI faction except the Romans? Wouldn't this make the Romans too powerful? They are already quite powerful as it is.

    Also, what bonuses are exactly reduced when one checks "reduced AI bonus"? Is it economic bonus, or troop XP bonus, or both? Is this option related to the "founding monument" bonus in anyway?

  10. #10

    Default Re: AI bonuses on or off?

    If you compare your Romans' monument to Boriak's, you'll see what is changed. Additionally, the Parthians and Scythians lose their +1 exp bonus.

    Expand your borders, a mod based on XGM 5.

  11. #11

    Default Re: AI bonuses on or off?

    I didnt realise the romans got so many bonuses. Id like to reduce some of theirs, is it just a case of deleting them?.
    Also id like to give parthia their exp bonus just to keep the selucids busy in my campaign as they are consuming everything in the east how do I do this?

  12. #12
    Primicerius
    Join Date
    Nov 2006
    Location
    Toronto, Canada
    Posts
    3,925

    Default Re: AI bonuses on or off?

    Just delete the line giving them the bonus, they won't get it anymore.

    If you want to add bonuses/change them look at the bonuses of the same type already in the other factions monuments and copy them into Parthia's. Change the exp bonus number to however many chevrons you want. Remember to change the faction name to parthia in the bonus line.



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