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Thread: RELEASED: Soulsons Campaign AI Improvements 1.7

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  1. #1

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    soulson wrote - If you ally with your enemys ally then they will be at peace, hardcoded nothing I can do about that. BTW, are you offering map info or trade rights or both as well?

    Sorry, forgot how to make the quote box - can anyone remind me?

    Yes, I know that if you ally with your enemy's ally then they will automatically declare a peace, I am just disappointed that it was given as an option every time. I ended all the wars in the game and allied with everyone.

    Also, I never offered anything other than an alliance - no money, map, city, etc...

    Surely other people must be having a similar problem.

    Maybe I didn't install this right. I put the new AI data file in the main 6.3 data folder, with all the other numerous data files, and check Savage AI on set-up. Is this correct?
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun - he didn't say a word
    But he blew Van Owen's body from there to Johannesburg

  2. #2
    Gorrrrrn's Avatar Citizen
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Re the naval_sink_modifier float = 65.0
    Taiji in Mod Workshop has said it's probably to increase likelihood of defeated ships sinking - not sure if I'd want it so high myself.

  3. #3

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    How decisive were typical naval conflicts of the period?

  4. #4
    Gorrrrrn's Avatar Citizen
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by Point Blank View Post
    How decisive were typical naval conflicts of the period?
    Given that wood floats, one would suspect that naval battles wouldn't normally end with one fleet totally destroying another. (Unless one was using fire ships as wood burns.) (Unless there's a witch on-board.)

    (Shame we can't capture ships - although I expect a script could be written (be horribly long?) which checked for sea battles, and if any ships "sank", the ones sunk could be spawned for the winning navy - in their home ports perhaps? Maybe simpler to award a "looting script" type wodge of money for number of ships sunk?) (soz off topic.)

    Here's an account of the battle of Sluys 1340:
    http://militaryhistory.about.com/od/...00/p/sluys.htm

    a descisive victory but not all French ships were destroyed - many fled or were captured.

    How typical Sluys is, is another matter.

  5. #5
    one day's Avatar Semisalis
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Soulson, I´m trying your AI with Savages diplomacy in mod Bellum Crucis 6.1. After more than 40 turns I find no problem and I think that this campaign (VH/VH) is really better than before. I was disappointed with diplomacy and alliance strategy in this mod. I think that you are on the right way with your job.

  6. #6

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Ok thanks for the input. At what turn number (roughly) do alliances start to add up? I would imagine it's after turn 21.
    Last edited by soulson; February 22, 2011 at 03:46 PM.
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  7. #7
    Boleslaw I.'s Avatar Foederatus
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by soulson View Post
    Ok thanks for the input. At what turn number (roughly) do alliances start to add up?
    hmm... I would say that it's from the beginning of the game. turn 2 CS goes in war with Fatimids and then almost every turn there is some alliance and it's weird because it's stupid because Aragon is allied with Novgorod or Cumans. It's stupid because why would they make Novgorod their allies , they can't get any help from them. and the most funny thing was when HRE allied with Fatimids ( ok what the ) , but now HRE is destroyed by Poland so pope instantly called Crusade on Gaza.

  8. #8

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Updated first post. Should see an improvement. Let me know how you guys make out.
    Last edited by soulson; February 22, 2011 at 04:45 PM.
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  9. #9

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Just use mine to over write his or any other after you check off which default AI you want.
    Intel 4690k GTX 760 8GB Asrock Fatality Z97

  10. #10
    Gorrrrrn's Avatar Citizen
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    @soulson - doing some preliminary work on CHIP using your CAI - looks like the defenders sally forth much too frequently.
    can you tone it down a little?

  11. #11

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    What do you mean exactly? An example would help best.
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  12. #12
    Gorrrrrn's Avatar Citizen
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    apologies - remembered this from an article on CAI, but now I've located it, it comes from the config_ai_battle.xml which isn't part of your CAI at all.
    Had a look at G5's BAI files - all 5 versions and his values are between 3.0 and 4.0, which means the defender needs to be at least x3 stronger than the defender to sally forth.
    (But I usually attack at a max of x2, so the defender shouldn't sally-forth at all, whereas they sally-forth in nearly every battle.)
    ----
    (The value is of interest to the CAI in as much as it determines the value for the strat map and in battles.)

  13. #13

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Hopefully his new BAI will be out sooner than later.
    Intel 4690k GTX 760 8GB Asrock Fatality Z97

  14. #14

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Waiting on some feedback from you guys in regards to version 1.2 and alliances before version 1.3 comes along. Was able to run about 55 turns or so with v1.2 and alliances seemed better, still had an issue with romans and crusaders but that should be fixed in 1.3
    Intel 4690k GTX 760 8GB Asrock Fatality Z97

  15. #15

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Have a rep for your efforts mate, just keep up the good work!

  16. #16
    Boleslaw I.'s Avatar Foederatus
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by soulson View Post
    Waiting on some feedback from you guys in regards to version 1.2 and alliances before version 1.3 comes along. Was able to run about 55 turns or so with v1.2 and alliances seemed better, still had an issue with romans and crusaders but that should be fixed in 1.3
    alliances are better now ( read fixed ) , man , I really enjoy with this AI
    and what are you going to do in 1.3 ?

  17. #17
    karaislam's Avatar Vicarius
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    working nice with the barekingdoms.

  18. #18

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Plus rep to you Soulson. This has to be my favorite AI. England actually invaded Ireland and Arragon wiped the floor with the moors! Im playing as the Fatimids.
    Also as for Alliances all have held with other Muslim factions. The Crusader States became my vassal and actually broke their alliances with other Christian factions which was a first for me. It took them 30 turns before they back stabbed me in a Crusade. Which was very smart of them because its when I pulled my army from my boarder with them.
    Spoiler Alert, click show to read: 
    Last edited by king spartacus; February 26, 2011 at 04:01 AM.


  19. #19
    Polycarpe's Avatar Back into action!
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Looks promising . +rep

  20. #20

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Very nice glad to hear it. V1.3 contain another dose of small fixes, mainly for gameplay balance. Will be up tonight or tomorrow night.
    Intel 4690k GTX 760 8GB Asrock Fatality Z97

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