I've updated the latest Darth mod and universal ai mod. Something is causing clan units to have a recruitment time of 0, meaning i can recruit unlimited amounts in 1 turn.
I've updated the latest Darth mod and universal ai mod. Something is causing clan units to have a recruitment time of 0, meaning i can recruit unlimited amounts in 1 turn.
Supporter of Facial Hair for extra Manliness.
Thats darths idea for stopping major factions from dieing (really just needs to polish up his ai skills)... Cant say i like it but thats the case :/.
Yes, need to update my ai tut with that a bit actually.
2.20 released, changes in first post.
Sorry if this is stated somewhere on the first post HK, couldn't see myself. Is the new patch save game compatible?
Look good.
do this mods with Oda and tokogawa is allies? and realm divide less than -5 turn? maybe -3..this two would be awesome and more fun.
See the post above warrior.
Thanks HK, awesome mod, of course.
Having a lot of fun using this with S2: Realism and a few visual/audio mods.![]()
I have only one question. Will this decrease the number of enemy spawned (or spammed) archer and missile units? I won't have to worry about seeing over 70% of their force as archers?
I have not seen a 70% archers stack in a long time. ax is about 35% for archery based facs. Of course small unit groups are still somtimes archer based as the ai is still moving them, naught to be done about that though. See the screens in the changelog for typical army compositions.
how the... what the... oh god you fixed the retarded CAI, Kudos to you Hedge Knight.
Is there any chance you can also make the Ambitious clans more prone to try backstabbing ? and/or maybe have the AI force arranged marriage as part of an alliance agreement etc ?
Hello Hedge, i playtested UAI 2.2 with my recent S2R+ internal dev version. Excluded from application have been (abreviated) camp_ai_manag_behav_junc_tab, camp_ai_pers_junc_tab, camp_vari_tab, diplo_atti_tab, because i have them in my mod, so a slight customised UAI.
However i'm impressed by your incredible analysis work of the CAI files, and i'm pretty sure, i never will have the time to check all the files you checked and modified
According to my playtesting as of yet (few years), it seems the set of the "remaining" UAI files play well with the S2R+ goals.
In result i would like to ask you, if you have any issues when i use the customised UAI (this is the original UAI minus the 4 files listed above) for S2R+ as "firm" part of the mod, not implemented into my pack, but as separate pack which comes within an Addon folder within a S2R+ download folder, full credits granted, of course. Besides the unit speed mod and the Oda-Toku vassal mod, the UAI would be the only gameplay mod which is then part of such an Addon folder for S2R+. I count with you![]()
Last edited by DaVinci; June 23, 2011 at 07:58 AM.
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Hey, me again. I need to know if this mod has compatibility issues with Radious' Diplomacy Mod. I'm getting a really weird problem where my turn won't finish because it stalls at a certain clan's turn. The game doesn't freeze or anything, it's just that the turn goes on forever once it reaches a specific clan. There's no reason for it to take more than a few seconds since I have show CPU moves off, but it will stay focused on that clan for minutes. I also toggled the show CPU moves and the same thing happens.
Last edited by Masamune Zenith; June 24, 2011 at 09:57 AM.