Yes installer would be very useful. I had still not received successful install Xai
Yes installer would be very useful. I had still not received successful install Xai
A custom installer, is not practical at this time. As the mod gets incorprated into other mods, it will also not be needed. I have given Master Zuma and others permission to integrate as a submodders, and that will help greatly.
There are just too many variables, right now. I recommend sticking with mods that have it already integrated.
"Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix
That error is not caused by XAI.
I am still working on Computer building and will be on Vacation again for 2 weeks. I will not be on the boards.
Once i return, I will have some time to catch back up. Sorry, I am just one man, and the other guys are busy for the summer...just like me and you should be.
Last edited by xeryx; June 12, 2010 at 09:21 PM.
"Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix
Been playing with 4.0 some more.
I was attacked in mutli-walled city (what was CA thinking about? Their AI can't really handle one gate) but anyways the AI builds 4 rams. Their assault got slaughtered and the extra 3 rams remained outside the gates. When I sent my guys out the AI treated them like they were non-siege infantry but never dropped the ram until they were attacked. So while I beat up on one ram, another ram came slowly towards me to 'help' without dropping, basically meaning all 4 rams just kinda milled around until they were killed.
"When I die, I want to die peacefully in my sleep, like Fidel Castro, not screaming in terror, like his victims."
My shameful truth.
I have seen this bug so many times in mods it is driving me insane.
Don't get me wrong XAI team, I LOVE YOUR MOD! I really do, the AI is so damn smart, I keep thinking its vanilla AI because of the KGCM mod and such so I keep getting ambushed by smaller factions, and I keep getting into fights with 4+ stacks against larger factions. And my allies are actually helping me right now.
But diplomacy is still rather bugged. I've been allies with the pope since the first couple of turns, when Sicilly declared war on them I shipped off a stack of mine to help them out with a diplomat to ask for help. We've been coördinating attacks against the Sicillians ever since, but when I took Cagliari (which was a Fortress, ready to be build up to a Citadel) and gave it to the pope for free (I decided they could use a military powerhouse and they were near bankrupt so I wouldn't get any money from them). Somehow I took a gigantic relation drop, from 10 crosses to 4. I was still alied and we still had military acces and all that. But they attacked my ports next turn out of nowhere!
Now I'm no expert, but if someone gave me a decent region with a good military powerhouse then I wouldn't stab them in the back and rape their ports with 2 ships...
The Pope suffered a minor Reputation drop, thats all...
Other then that flaw I'm loving this mod, everything works now thanks to the brilliant minds of the XAI team, you guys are awesome.
“Never forget what you are, for surely the world will not. Make it your strength. Then it can never be your weakness. Armour yourself in it, and it will never be used to hurt you.”
So....I was continuing my Teutonic Campaign in KGM, having almost crushed Poland ( 3 regions left to go ), when suddenly HRE ( who was allied with them ) sends two stacks against me....Gothic Knights, Crossbows, Teutonic Knights ( The irony isn't lost on me ) the works...then via money script, Poland pulls about 3 stacks and decimates my force that is sieging one of their last castles....
Lastly, the pope exiles me AND then BOTH Norway and Denmark declare war...
So here I am sweating profunsely because I am about to get pounded by over 4 factions when Hungary ALSO moves against me....but before they crush they send a princess to negotiate....bloody lucky that I was able to marry my faction heir to her and secure an Alliance ( Hungary also is allied Poland and HRE )...so I was saved..
But of course Norway has 3 stacks bearing on my coastal towns led by 8 star generals....and Denmark is pushing well into Germany, where I have a Citadel.
Great work....I really feel the challenge against the XCAI.
One qualm I do have about the XBAI though is how it UTTERLY sucks at using pikemen, and since Poland likes to mass Halberd Militia, well you can make 1+1.
"It's bizarre though. Donald Trump, an ageing, orange skinned reality TV star with a history of selling steaks and conning people, a trophy wife and one of the most fragile egos I've seen pretty much just destroyed the head of the interventionist faction in the US State apparatus, Victoria Nuland, after literally becoming President of the United states. We must live in one of the more interesting timelines."
"The Powell Doctrine is the bible of every foreign policy thinker."
https://en.wikipedia.org/wiki/Powell_Doctrine
would there ever be a xai v 5.0?
dear xeryx,
i' ve got a issue with the ai that is ALLWAYS sending forth its archers. i've figured out a couple of idea that would help me get over this.
1) is is possible to make the AI perceive missile troops as general's units? this would be of great because i've seen that is a capitan has a missile unit as his bodyguard he will stand behind his troops and shower me with arrows.
2) if i change in the confin_ai_battle.xml the value of this (it's bellow) in the melee manager it has no effect on the missile's behaviour but in the missile manager there isn't a similar code that i can mode so as to make it work.
<open>
<attack-engage-dist-multiplier>3.0</attack-engage-dist-multiplier>
<infantry>
<pike>
<max-engage-dist>20</max-engage-dist>
</pike>
<light>
<max-engage-dist>40</max-engage-dist>
</light>
<heavy>
<max-engage-dist>35</max-engage-dist>
</heavy>
<spearmen>
<max-engage-dist>25</max-engage-dist>
</spearmen>
<missile>
<max-engage-dist>20</max-engage-dist> changed to 2
</missile>
please help me and yeah i know it's hard coded but i also know that it's possible to make missiles stay near the main infantry line so please help me with this.
of course this is the best AI ever othervise i wouldn't have tryed to mod it to fit my needs better
I realize that frustration myself, for sure. I am rusty right now because I haven't a squire to keep my memory shiny..
Archers running forward; 1) it is not possible to make them a general unit.
2) That area of code is for melee and is handled seperately. Missiles units use the projectiles file and hardcoded formula, to determine the ranges at which they engage. We have tried countless times to control this. We have had limited success at times, however, there were ill side affects IIRC.
We all must be warmongers, because it sure is cool having battle!
Last edited by xeryx; September 07, 2011 at 02:45 PM.
"Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix
"Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix
Not all issues are with the BAI on that, it is very much how a mod makes units, and the trouble with the unit animations. So many things intertwine as we found out, that it makes it very difficult to keep everymod working top notch. Especially since I am not a unit guy.One qualm I do have about the XBAI though is how it UTTERLY sucks at using pikemen, and since Poland likes to mass Halberd Militia, well you can make 1+1.
"Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix
Dear mr.Xeryx
It has been 2 years since I last played MTW2.
I am a bit confused of all new mods.
I have used your XBAI_V3.4 and XCAI3.4 on MTK (DLV I think) with great pleasure.
These days I make a comeback to play the game.
I`ve noticed XAI 4.0 is alive and would like to get some advice as I know you have good mods.
I want to play a harder game with the emphasis on Al `wisdom`. What mod would you recommend me to play which is fit for your latest XAI and XBAI mods. (I preffer one in continental EU, perhaps like DLV 6.2 which I have).
I would be glad to get any advice,
Great thanks for your mods and contribution to the TW community.
"Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix
Can you please upload the folder to a different site? I can't get it to download for some reason...
OK i have made a XAI 4.0 For KGCM thread with the 4.0 files and it should help you but reminder the folder is rdy to use for KGCM our BETA platform.
Cheers A.U.
maybe you can have someone email them to you? As I explained it took me awhile to pick mediafire, maybe it is your firewall?? I want my downloads controlled and centralized, for easy maintenance. Sorry, let me know!
Hey Soulson, there is no way to really control the archers moving too far forward, we have tried so many things.So far so good in my campaign. The diplomacy seems spot on, no early vassals. I did notice the BAI moves its crossbowmen and archers to far forward though leaving them exposed. Good job to all.
So let me explain this, so everyone understands our stance, and quell any debate about it.
The the skirmishing section, and parts of that file are not recognized in the 1.5 engine. We surmise, that CA changed the way they handle skirmishing and other things in the hardcode, most likely based on missile ranges directly. Remember back when the patches were being worked on? I do, and Skirmishing was a huge deal to the people, so CA changed it.
We now primarily focus on the config_ai_battle.xml file, our tagging system works very well and we are able to add new code just fine in that file. We have discovered many things, and eventually, we hope to find a way to control the skirmishing in more ways. There is no reason to debate it, for now we just have to live with it the way it is designed. We will leave the battle_config.xml file as is, for backwards compatibility.
There are many things, that can effect modding & testing of these files. Until we came up with the cache clearing procedure we could not 100% verify some of our testing results. We have re-evaluated many of our procedures for testing, and made them more reliable and quantifiable. This is how we made so much progress with 4.0!We are learning, and make mistakes, but that in itself is why we keep moving forward with the BAI.
To be honest we are a warstorm of ideas, but only about 20% of them actually work well enough to stay in config_ai_battle.xml and other files. Many times, other commands and values have influence where you least expect it to. This is the price we have to pay for poorly made descriptions of what commands really do. It is all trial and error at this point. As a team though, with a full AI core system, we see the "Big" picture and can provide a complete and balanced system for mods. However the mod itself plays a very large role in the "balance" and can influence things differently from one mod to the next.
I have something else to say! Thank you!! everyone who uses this mod and who put out reputation for the team. We are trying hard, and we want to spread the word about our good work, so if you guys can make sure you talk about it in other forums. Also please post your comments too, it helps us to get to know you guys better! We want an active community, not just lurkers hehehe
Last edited by xeryx; April 18, 2010 at 01:16 AM.
"Do not try and bend the spoon, that is impossible, instead only try and realize the truth.
There is no spoon, and you will see, it is not the spoon that bends, only yourself."-The Matrix
So far so good in my campaign. The diplomacy seems spot on, no early vassals. I did notice the BAI moves its crossbowmen and archers to far forward though leaving them exposed. Good job to all.