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Thread: RELEASED: Soulsons Campaign AI Improvements 1.7

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  1. #1
    karaislam's Avatar Vicarius
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    ur ai as i mentioned working perfect for barekingdoms.i am making a new mod for turkish community and wanna use ur ai.can i use it?

  2. #2

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Yes you may. If there's one thing I dislike about some AI modders, it's the fact that they don't allow certain others to enjoy their work which defeats the purpose of creating it in the first place. Just remember this AI was created for SS and I can't guarantee it will work as it should for others. Don't forget to give credit as well. Thanks.
    Last edited by soulson; February 26, 2011 at 10:58 AM.
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  3. #3
    karaislam's Avatar Vicarius
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by soulson View Post
    Yes you may. If there's one thing I dislike about some modders, it's the fact that they don't allow certain others to enjoy their work which defeats the purpose of creating it in the first place. Just remember this AI was created for SS and I can't guarantee it will work as it should for others. Don't forget to give credit as well. Thanks.
    ok thank u.i ll do as u do.its working well believe me.ofcourse i ll test and my friends ll test too.for now it looks great.+rep

  4. #4
    Polycarpe's Avatar Back into action!
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by soulson View Post
    Yes you may. If there's one thing I dislike about some AI modders, it's the fact that they don't allow certain others to enjoy their work which defeats the purpose of creating it in the first place. Just remember this AI was created for SS and I can't guarantee it will work as it should for others. Don't forget to give credit as well. Thanks.
    Indeed, I find sad people keeping their work to some specific people/mod. They don't made any profits but it's their own choices, they're the creators.

  5. #5

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    V1.3 is now up. Alliances should be fixed as well as other minor fixes. This should be it for a while unless people run into problems. As always let me know how you guys make out with feedback. Enjoy.
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  6. #6
    karaislam's Avatar Vicarius
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    ur information was nice.1.3 working good too with vanilla barekingdoms.

  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    worth including this for those people with forts?
    http://www.twcenter.net/forums/showt...35#post9067335

    --------------

    Did a bit of testing of first CHIP beta that includes V1.3 of this CAI.
    Much to like - query though:

    Seemed a free for all out east with on same turn:

    Byzantines AWW Sicily, Turks, Hungary, Crusader States
    Crusader states AWW Cumans, Turks, Byz, Moors
    Cumans AWW Turks, Kievan_Rus, Khwarezm and Crusader States
    Khwarezm AWW Cumans, Turks
    Turks AWW Cumans, Byz, Crusader States, Khwarezm

    Is there a way to make AI factions desire peace if at war with more than 2 factions (3 incl slave)

    BTW Cumans were blockading 2 CS ports. Seems a rather pointless war for both of them they weren't neighbours and neither were allied to anyone at war with the other.

    Did like Moors invading Pisa by sea - but they lost Cordoba at the same time.
    prefering sea invasions can backfire.
    Last edited by Gorrrrrn; February 28, 2011 at 01:34 PM.

  8. #8

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    What I left from Savages AI is this. After turn 8 (6 or 7 for humans) the AI is allowed to invade non rebel factions. This is kept so so they can invade rebels early on and given a "fair chance" to gain more territories without being attacked at the same time. It's more of a balance thing but that explains why many factions attack more or less at the same time in the beginning of a campaign. In regards to ceasefires, The AI wants peace when they are at war with 2 or more factions. Weather or not they get it is a different story. It depends on the other faction as well. If they are at war with a trusted ally there is only a random 20% chance that they will ceasefire (granted they have a decent military). Other determinations are if they are at war with neighbours, military balance, cease_hostilities (from pope) ect. By rule, if the AI is not your neighbour, then they need at least -.02 (poor I think) relations to blockade. Being faction specific is out of my reach.
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  9. #9

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Very interessainting
    La bataille de Hastings! - 14 octobre 1066 -this battle will start a series of clashes between two mighty peoples, where France will extend a glorious future, leaving permanently etched their mark on British culture.




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

    . After turn 8 (6 or 7 for humans) the AI is allowed to invade non rebel factions
    - possible to increase this to 12 or 15 even so the AI mops up more of the rebel settlements before attacking the other AI factions?

    (or let me know what to mod - it would be better for 2 TPY for the attacks to be delayed a few more turns.)

    realise long-range naval blockading difficult to stop as all coastal regions are equivalent distance from each other (because they have the region border (The Sea) (I think I remember that correctly?))
    Got asked to blockade Visby when I was at war with England (I was Scotland.)

  11. #11

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Yes easy enough to do that. Would that be AIvsAI or AIvs human? I could make it 12 or 15 turns before they can attack other AI nations and 10 for human. Let me know what you guys think is best. Also, Mongols could attack humans right away on Very hard? Just a thought. Mind you I can base these decisions on the level of difficulty the player is playing on.
    Last edited by soulson; February 28, 2011 at 07:01 PM.
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  12. #12
    karaislam's Avatar Vicarius
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    dear soulson if u make a newer version please think also about us(modders.maybe im not even).i mean make compatible version for barekingdoms also.1.3 working smootly with my mod project on barekingdoms.thanks.

  13. #13

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Another question for you guys. Do you think it's to easy for the human to get alliances?

    @Karaislam I will keep V1.3
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  14. #14

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by soulson View Post
    Another question for you guys. Do you think it's to easy for the human to get alliances?

    @Karaislam I will keep V1.3
    The AI normally only accept my alliances if im not at war with anyone or if the person im at war with is of another religion.


  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Alliances -is there a way to limit any faction to 3 alliances - and human player to 2 perhaps?

    the first 2 are easy but you can't accumulate them. (so you have to be careful.)

    2 TPY query above - maybe between turn 15 and 20?

  16. #16
    Andytheplatypus's Avatar Domesticus
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by Rozanov View Post
    Alliances -is there a way to limit any faction to 3 alliances - and human player to 2 perhaps?

    the first 2 are easy but you can't accumulate them. (so you have to be careful.)

    2 TPY query above - maybe between turn 15 and 20?
    I think it would be a good idea to limit the number of alliances you are able to have in game, if its possible. 3-4 should be the max. With no limit on the number of trade rights.

    If its possible you should only make alliances possible with same religion and if they are neighbors with the AI. That should limit the AI trying to ally with all factions possible.

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

    dear bro as a byzantine in the first turn seljuks accepts my alliance offer.with this way ur campaign ai is not compatible with barekingdoms.

  18. #18

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Start a alliance or wage War against a faction in the other side of the map is meaningless ... there is room to do anything about it ?

    exemple : portugal fighting against kuman or allied to him... is very strange

  19. #19

    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Quote Originally Posted by betto View Post
    Start a alliance or wage War against a faction in the other side of the map is meaningless ... there is room to do anything about it ?

    exemple : portugal fighting against kuman or allied to him... is very strange

    What version are you playing?
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  20. #20
    hippacrocafish's Avatar Campidoctor
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    Default Re: RELEASED: Soulsons Campaign AI Improvements

    Testing the new 1.4 version, my game crashes whenever I try to enter battle.

    No weird diplomacy so far (Moors, H/H).

    EDIT: Seems to have fixed itself, never mind. :l
    Last edited by hippacrocafish; March 08, 2011 at 01:31 AM.

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