The aim of this (so far small) SS 6.3 submod are two: standardize the difficulty levels and add realism to some aspects of the game. This is my first try on M2TW scripting so I'm sure it has lots of bugs and some of my changes can have secondary effects that I haven't forseen. If anyone finds bugs, more AI bonuses or has any suggestion, comment, etc... please let me know.
OBJECTIVES:
- The first aim of this SubMod has to do with the almost arbitrary bonuses the AI has. Most people has no idea of it but the AI gets bonus on all kinds of things from buildings (extra money, morale, health, law, etc..), leaders traits (eg. less chance to be sick and more likely to get good traits), bonus in battles (leaders have hidden extra command points, morale, etc.. ), merchants, etc etc... and most of them are not even related to the difficulty setting. My idea is to remove all arbitrary AI bonus and make them difficulty_level-dependent. At least this way you know the bonuses the AI has...
- The second aim is not so specific. It just tries to include all changes that can had realism to the game.
NOTE: Since it is still WIP, the files are just for the "Late Era" campaign with "SavageAI" and with "Permanent Watchtowers".
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So far the changes that have been included are:
- Difficulty Settings: removed all AI bonuses (that I could find) and just left some difficulty-dependent. Right now it we have:
Easy
- No bonus
- Higher Faction diplomatic standings (SavageAI)
Medium
- AI's leaders get small bonuses - Loyalty 1, TroopMorale 2, LocalPopularity 1, Command 1, SiegeDefence 1, SiegeEngineering 30
- AI gets an extra General at startup.
- "King's Purse" with small bonus
- Slightly higher Faction diplomatic standings (SavageAI)
Hard
- AI's leaders get average bonuses - Loyalty 2, TroopMorale 4, LocalPopularity 3, BattleSurgery 15, Command 3, SiegeDefence 2, LineOfSight 10, SiegeEngineering 50
- AI gets an extra General with troops at startup.
- "King's Purse" with average bonus
- Normal Faction diplomatic standings (SavageAI)
Very Hard
- AI's leaders get huge bonuses - Loyalty 4, TroopMorale 8, LocalPopularity 6, BattleSurgery 30, Command 4, SiegeDefence 4, LineOfSight 10, SiegeEngineering 70
- AI gets an extra General with troops at startup.
- "King's Purse" with big bonus
- Worse Faction's diplomatic standings (SavageAI)
- Realism
- All arbitrary AI bonus (that I could find) removed!!!
- Ballista towers are now body-piercing.
- Recruit Generals (thanks to Lord_Phan). Specially interesting if you're playing with G5 "Limited Activities" script.
- Both the Palyer and the AI lose money when besieging (500 florins per turn)
- Mongols
- Reduced initial "Fortune"*
- Removed all its money bonus*
- Reduced spawned units a bit
- Timurids
- Removed all its money bonus*
- Loaded ship's movement points (TODO). Loaded ships travel less than unloaded ones. I'm currently trying to fix this issue.
- AI problem with money (TODO). It is well known that the AI does not handle money correctly. G5 tried to fix it but with these changes (since I've removed a lot of AI money bonus) I get the feeling that, at a certain point, the AI looses strength due to low income. Needs further testing...
- Reduced AI building cost
- Tweaked G5 Economy script. AI with less than 1000 florins cannot recruit units.
- AI diplomatic bias (TODO). I've read some time ago that the AI treats other AI factions preferently in diplomatic agreements but still haven't been able to find where it is specified.
* In hordes there is no point in giving huge amounts of money since it will never be enough (they don't have a source of income). Besides, with G5 Economy Script, they will never go terribly into debt.
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INSTALATION:
- Setup SS 6.3 for "Late Era" campaign with "Savage AI" and "Permanent Watchtowers"
- Backup original files to be overwritten
- Copy files into "SS6.3/data" folder





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