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Thread: About campaing_script.txt for BC3

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  1. #1

    Default About campaing_script.txt for BC3

    Most common problem for BC 2 was ai's more powerfull financial power.. When we were attacking they could create suddenly 2-3 times more powerfull army than previously turn (if they have a just 2 settlement, they could do it too - it is impossible but ai can do ).. On the other hand, when ai were attacking it was impossible to stop them.. As a result of this, balanced game become impossible..

    Becouse of Ai's over powered financial power, playing as a Turkish sultanante become very hard, unpleasant and maybe impossible.. Maybe you can say "we gave extra moneys per turn for every factions and it's same for every faction" but I think it's not same.. Becouse; ERA have a lot of port settlements, and ERA have more settlement and more wealthy settlements than Turkish sultanate.. On the other hand ERA is a most powerfull faction in BC and after ERA attacks start, Armanians and Georgia attacking to Turkish sultanate.. As a result of this we can't fight with ERA and other supporters..

    I saw something in camping_script.txt .. Every turn this script adding extra money to Ai's factions.. When ai attacking script giving 3000. On the other hand; per settlement ai earning extra money that increasing the amount for the size of the settlements..

    I solved this problem myself like this.. I removed every line which have add_money code.. As a result of this problem solved and now I'm playing more balanced game than before.. ( you can say game become easier than before but don't forget it's changing faction to faction.. But this balance is not between Faction to Fanction, it's balancing player faction to ai's factions..

    Please re-edit these catagories, that is in the camping_script.txt, considering the difference of the faction conditions and differences;
    RECRUITMENT EVENTS
    RAIDER'S LOOT
    AI CASH SCRIPT
    Last edited by onlygokhan; January 30, 2011 at 06:12 AM.

  2. #2

    Default Re: About campaing_script.txt for BC3

    Well, I merely rewrited the EDU to give the Turks more cheap-all purpose troops (frontiersmen and javelin azabs specially), increasing strengh units to 150 etc. Turkish now wipped out the Byzantines on 1 of every 2 campaigns. The Money script is fine for me and I love it. The AI is not a human player so they spend ALL the money and when you attack an AI faction, they got virtually nothing to oppose you. With the script they can train a couple of decent armies to throw to you, that keeps the game alive.

    But yep, with the Turks things are usually like this: you go crawling to the East conquering settlements that did't allow you to train any other than Turkoman horsemen or -mostly- nothing and the ERE attacks you.

    Let's say you kick the ass of ERE troops (mostly they are spearmen, cannot cope with your horse archers), but in that very moment Armenians choose to reconquer their lands

    OK, good, you took Tarsus, destroy Sis to the ground, take all the Armenian chicks to Konya And then all the rest of the world atacks you: Abbasids, Georgians and Crusaders your economy is ruined, sooner or later you can either be destroyed or cope with all the enemies but you go through all middle game fighting Kataphraktoi and elite Georgian and Abbasid troops with turkoman horse archers and mercenaries because you are 50 years behind them in terms of units available, economy, farming, armour etc.

  3. #3

    Default Re: About campaing_script.txt for BC3

    This is why i don't really enjoy playing as the Seljuks of Rum/Turkish Sultans. Not that they have a bad unit roster(despite the fact that it is completely ahistorical), they just have too difficult a time at any point in the game because of their sluggish economy, terrible position between several hostile factions, and a lack of staying power in the early game because of their rather weak starting troops. Also, unlike virtually every other faction, they have a complete lack of spear units. Basically any other faction can field a balanced army, but when it comes to the turks they simply can't match their opponents unit for unit.

  4. #4
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: About campaing_script.txt for BC3

    In future versions, including 2.3, Rum Seljuks will not have to stand against the Great Seljuks anymore. This should make their campaign somewhat easier.

    Also, we will try to limit AI's power accordingly to situation on the strat map. Because player will face some internal problems, there will be no need for current level of help for AI.

    Under the patronage of m_1512

  5. #5

    Default Re: About campaing_script.txt for BC3

    In future versions, including 2.3, Rum Seljuks will not have to stand against the Great Seljuks anymore. This should make their campaign somewhat easier.
    But, but... they are always a couple of nice guy and girl in all my campaigns, they are too damn good that can protect each other's back...

    Becouse of Ai's over powered financial power, playing as a Turkish sultanante become very hard, unpleasant and maybe impossible.. Maybe you can say "we gave extra moneys per turn for every factions and it's same for every faction" but I think it's not same.. Becouse; ERA have a lot of port settlements, and ERA have more settlement and more wealthy settlements than Turkish sultanate.. On the other hand ERA is a most powerfull faction in BC and after ERA attacks start, Armanians and Georgia attacking to Turkish sultanate.. As a result of this we can't fight with ERA and other supporters..
    But my current campaign are full of Tirpan Azaps and Janissaries, my faction is ERA, they even have the ottoman heavy infantry and bunch of horse archers bumping around. They even threaten the Kingdom of Jerusalem, undermine the Armenians and compete against the Georgians. Even my newest expansion could not stop them. Of course, they don't respond to my threat and only adopt a defensive strategy...

    I even had to go all the ways to the capital of the Ayyubids, occupy it, sack Jerusalem then leave to have enough money for fighting the Fourth Crusade, expanding the Turks and forging an alliance with the Armenians, Georgians and Kypchaqs.
    Last edited by Cuong Vu; February 01, 2011 at 11:19 AM.

  6. #6

    Default Re: About campaing_script.txt for BC3

    It's not valid for just Turkish sultanate but it's more more more worst problem for Turkish sultanate and it's effect to this faction more than other factions..
    Generally had been told unit quantity and kind is very few so if u can defend successfully your land and you can keep your money, after 1-2 turn you can't create any unit becouse it's running out in your settlements..

    Thanks for messages

  7. #7
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: About campaing_script.txt for BC3

    Quote Originally Posted by onlygokhan View Post
    It's not valid for just Turkish sultanate but it's more more more worst problem for Turkish sultanate and it's effect to this faction more than other factions..
    Generally had been told unit quantity and kind is very few so if u can defend successfully your land and you can keep your money, after 1-2 turn you can't create any unit becouse it's running out in your settlements..

    Thanks for messages
    Onlygokhan, my friend, I do appreciate your interest, but BC 2.02 is 1.5 year old. There were a at least a dozen of people who were as much negative towards script features as you are.

    However, being negative about it, and making unnecessary negative PR for a mod - these are two completely different things.

    I'm asking you hereby to stop creating unnecessary confusion, because script in no way makes the gameplay impossible (though, sure, it makes it hard). If you want any change - Submods forum is open for all. I suggest you making a submod. Heck, you can even join the team to work on improving the script. Open the files, start to mod and see by yourself how easy it is to modify the game and create enjoying gameplay of majority of players (not for few, or just for you).

    Otherwise, I will just delete any new panic-posts of yours. Constructive criticism is welcomed, but repeatable ungrounded comments are not.

    Under the patronage of m_1512

  8. #8

    Default Re: About campaing_script.txt for BC3

    I didn't wanted to start confusion.. I just wanted to help you with telling bad points for BC.. I just said "this situation should be fix please solve this problem" althoug I din't said "you are failed you can't do script" or etc. Why you react like that?

  9. #9
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: About campaing_script.txt for BC3

    Nah, it was a bluff of mine, don't worry about that posts removal.

    But I don't agree with your comments, and I still think they are ungrounded.

    Under the patronage of m_1512

  10. #10
    Dago Red's Avatar Primicerius
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    Default Re: About campaing_script.txt for BC3

    The problem might be playing on VH while also having these AI scripts, since VH gives the AI various bonuses as well, unbalancing the playing field. But the AI is also just that, an artificial intelligence. IT needs help to be good.

    I'd rather it receive money than hidden bonuses to it's troops attacks and morale.

    Also keep in mind the historical position of the Turks of Rum. Only 70 years ago they were slaughtered by the 1st Crusaders, lost massive amounts of territory and the seat of their power (though you could argue Kilij Arslans seat of power was his saddle) at Nicea and Dorylaeum. Their dreams of riding up to the walls at Constantinople and dining in the palace there were lost. If you're looking to play a faction that is poised to sweep across the map, and dominate the region, you're playing the wrong one... it's a different game with them, as it should be.

    I look forward to lasting long enough with them to become the Ottomans, and then start conquering everyone, and I wouldnt' want it to be easy.

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