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  1. #1

    Default Re: Battle AI mod

    Hi all,

    I just tried the mod again with the feedback from Dignan about
    how the BAI mod should appear on top of the list in mod manager
    and, of course, I also double checked the user.script just to make sure.

    Results:
    More firing and less melee
    Grenades are ?? (meaning I guess they work fine)
    Light infantry (skirmishers) are first: staying back and firing from their distances but then strangely, they walk across the field of line fire and get mowed down!

    I have other mods as well:
    Brightworks
    BSM
    Battalion flages
    Tighter formations
    ETC.

    ONE BIG QUESTION: Is this mod supposed to be used ONLY with vanilla ETW with no other mods at all?
    In other words, NO BSM, brightworks, battalion flags, etc?
    Thanks because I want to make sure that I am working the mod, per se, properly.

    Thanks,
    hellas1
    Last edited by hellas1; February 21, 2010 at 03:57 PM.

  2. #2
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    hellas1,
    I tried to do the opposite this mod compatible with other modes.
    But if you do not get with my mod, maybe it's worth try another mod, Jedi Mod, for example?

  3. #3

    Default Re: Battle AI mod

    Including the mod anywhere in my batch start file stops the game from starting completely

  4. #4
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Quote Originally Posted by Arayel View Post
    Including the mod anywhere in my batch start file stops the game from starting completely
    Ok, copy/paste your user.empire_script, please
    (may now be full moon?)
    Last edited by Luntik; February 21, 2010 at 04:59 PM.

  5. #5

    Default Re: Battle AI mod

    start Empire.exe mod cetw_Battle_AI_v1_1.pack; mod apeti_customcampaign.pack; mod apeti_modcore.pack; mod apeti_skins.pack; mod apeti_graphics.pack; mod apeti_EUA.pack; mod apeti_EUE.pack; mod apeti_NAN.pack; mod mod_smokeblood.pack; mod_xstraps.pack; mod aum_mod_ape_ti.pack;

  6. #6
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Quote Originally Posted by Arayel View Post
    start Empire.exe mod cetw_Battle_AI_v1_1.pack; mod apeti_customcampaign.pack; mod apeti_modcore.pack; mod apeti_skins.pack; mod apeti_graphics.pack; mod apeti_EUA.pack; mod apeti_EUE.pack; mod apeti_NAN.pack; mod mod_smokeblood.pack; mod_xstraps.pack; mod aum_mod_ape_ti.pack;
    error is highlighted

  7. #7

    Default Re: Battle AI mod

    Quote Originally Posted by Luntik View Post
    error is highlighted
    Actually thats not calling anything at all now I check...it looks like it should be mod mod_xstraps3.pack but even then its not at fault.

    If I remove your mod call from the above line the game starts fine, even with the other error. Could it be conflicting with anything?

  8. #8
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Battle AI mod

    Quote Originally Posted by Arayel View Post
    Actually thats not calling anything at all now I check...it looks like it should be mod mod_xstraps3.pack but even then its not at fault.

    If I remove your mod call from the above line the game starts fine, even with the other error. Could it be conflicting with anything?
    This is most likely because the addition of Luntik's mod to the list sets the number of packs being loaded in the batch file to 11.

    I have had several reports, I think it's in the BETA thread, that seem to confirm that this is a problem -- 10 seems to be the limit.

    Try adding in the BAI pack and taking out one of the other packs in the list, like xstraps!

    You could even use ModManager to load it, I don't think ModManager has a limit!
    Last edited by l33tl4m3r; February 21, 2010 at 05:27 PM.
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  9. #9
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    write mod mod_xstraps.pack;

  10. #10

    Default Re: Battle AI mod

    LOl ok thats worked.....does that mean that it can't go over 10 mods called or does it just dislike the number 11 and 12 would also be fine?

  11. #11
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Battle AI mod

    Quote Originally Posted by Arayel View Post
    LOl ok thats worked.....does that mean that it can't go over 10 mods called or does it just dislike the number 11 and 12 would also be fine?
    I think 10 is the max that can be loaded in the batch file, no idea why.

    In the current BETA for APE: TI I've combined the DLC unit packs into one pack to help limit this problem.

    Sorry for cluttering your thread Luntik!
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  12. #12

    Default Re: Battle AI mod

    Ok, I just tested in vanilla and my mod.
    Battle as here http://www.twcenter.net/forums/showt...62#post6796962
    Changes in the behavior of the AI I have not noticed.
    Perhaps silicon brain in this case accept a negative value as 0 for all except the Jedi Mod?
    Luntik
    My values:
    Spoiler Alert, click show to read: 
    gun_train_6_horse artillery gun_train_6 2,7 9 1,5 100 5,22 1 0 20 0 2 dynamic_elipse 0,2 900 2,5 30 45 25 30
    horse_heavy cavalry horse 2,5 7,5 1,5 200 10 0,85 -120 60 -120 1,5 ellipse 0,1 750 2,8 360 360 25 1
    horse_light cavalry horse 2,5 9 1,7 200 11 1,1 -120 60 -120 1,5 ellipse 0,1 450 2,3 360 360 25 1
    horse_medium cavalry horse 2,5 8 1,6 200 10 0,95 -120 60 -120 1,5 ellipse 0,1 600 2,5 360 360 25 1
    infantry_euro_heavy infantry man 1,5 3,1 1 500 4,25 1 -120 30 -120 0,318 ellipse 0,15 75 2 140 140 25 1
    infantry_euro_light infantry man 1,5 3,25 1,2 500 4,4 1 -120 30 -120 0,318 ellipse 0,15 50 1,8 140 140 25 1
    infantry_euro_medium infantry man 1,5 3,15 1,1 500 4,3 1 -120 30 -120 0,318 ellipse 0,15 65 1,9 140 140 25 1
    naval_cannon naval_artillery artillery 0 0 0 0 0 0 0 0 0 1 ellipse 0,5 1000 1,8 40 40 10 1
    naval_fixed naval_artillery artillery 0 0 0 0 0 0 0 0 0 1 ellipse 0,5 700 2,3 40 40 0 1
    puckle artillery artillery 1,8 3,6 2 100 5,85 0,75 0 20 0 1 ellipse 0,5 500 2 60 60 25 1
    puckle_carriage artillery ammo_caisson 1,8 3,6 2 100 5,85 0,75 0 20 0 1 ellipse 0,5 500 2 60 60 25 1
    na_horse cavalry horse 2,7 10 1,8 200 12 1,15 -120 60 -120 1,5 ellipse 0,1 425 2,3 360 360 25 1
    na_generals_horse cavalry horse 2,5 8 1,6 200 11 0,95 -120 60 -120 1,5 ellipse 0,1 600 2,5 360 360 25 1


    As I have said JM includes other many variables, so it's probable that having the same values in this table, we had different results.
    But the point is that zero values works (for me, JM) worse than my negative values, so negative values are not replaced with zeros ''on the air'' when the table is being loaded. Maybe it uses vanilla values but it's clear: vanilla values should show us vanilla bug (melee, erratic movements,...). You can form a judgment.
    Last edited by Isabelxxx; February 21, 2010 at 05:35 PM.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  13. #13
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Isabelxxx,
    ok, you did a great job

  14. #14

    Default Re: Battle AI mod

    Luntik
    One question:
    What are your changes in groupformations.bin? or which version of groupformations.bin have you used (1.0, 1.3, 1.5, ...)?
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  15. #15
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Quote Originally Posted by Isabelxxx View Post
    Luntik
    One question:
    What are your changes in groupformations.bin? or which version of groupformations.bin have you used (1.0, 1.3, 1.5, ...)?
    OK, for a good question you get a good answer

    based 1.5
    Changes relate only to the European factions.
    Never one squad infantry (heavy medium light) behind the other, only in line

    may be x or x x or x
    -----------x ---------x

    neve x
    -------x

  16. #16
    joedreck's Avatar Artifex
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    Default Re: Battle AI mod

    Quote Originally Posted by Luntik View Post
    OK, for a good question you get a good answer

    based 1.5
    Changes relate only to the European factions.
    Never one squad infantry (heavy medium light) behind the other, only in line

    may be x or x x or x
    -----------x ---------x

    neve x
    --- --x
    I thought if you can this, you maybe can decide, where the AI try to avoid.
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  17. #17
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    No, this applies only to initial placement on the battlefield.
    We can only "indirect fixes of AI" (© DARTH VADER)
    Last edited by Luntik; March 01, 2010 at 09:36 AM.

  18. #18
    grandpa's Avatar Elite Bytebumbler
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    Default Re: Battle AI mod

    wow, I am speechless. I just finished my first battle, and I am blown away. I am completely not believing what I just saw, but I know I saw it. Awesome, Awesome job Luntik, gonna see if it'll let me give ya more rep. wow. WTG!!

    "Work smart or be tuff", American Inventor Herbert Willaims. An amazing man. Inventor of the Openhydro Tidal energy machine, located in Orkney Islands. www.openhydro.com

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    on investment. grandpa

  19. #19

    Default Re: Battle AI mod

    Ok so once I got it worked I played with this on last night. Ignoring the sieges..still very broken and ridiculous (managed to get 500 militia to hold against 2600 attackers) I'm not sure how much of a change I saw. There was still overlapping of units and I still found my own units taking half an eternity to position themselves to fire. They also still did their little sidestep dance a couple of times instead of shooting as well.

    Will continue to test this out as there were some occasions where the enemy made much nicer lines. Still don't use their cavalry properly however.

    Would there be any chance of getting an upload on page one that is just the BAI without the morale changes. I'm assuming the moral was already balanced for APE:TI which is what I'm running it over.

    All of the above was on Campaign Combat, early start current year around 1710. I assumed I wouldn't need to start a new campaign to get it to work.

  20. #20
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Arayel,
    new campaign are starting to not necessarily

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