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Thread: ReallyBadAI Battle System v5.7 Released!

  1. #101
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.1.3 Released!

    @Fred Putz

    I need to test it.

    @alexgold

    All I can add is that what archers do on ladders is more of specific mod setting (like projectile radius etc) vs unit's stats. If there's an anfavourable twist in calculations, AI doesn't switch to melee.

    @Lord Ragnar

    Not really well, I had had no time to some point, then I started working on some new SS features. Now I'm doing BAI again. If I thought CAI was that bad I'd do it sooner .

    @Geoffrey de Villehardouin

    Strong gates give player too much of an advantage.

    @Ne4ypara

    Ok, I'll try a simple script for you when I'm done with current update (altohugh it needs to be integrated into main AI, which makes it a bit less than simple).

    @timtimtim182

    I'd rather bet on UAC being on (in this case see "before posting" thread") or you ticking the wrong release when applying AI (looks like TATW-specific AI was applied to Crusades). First "untick" AI in settup file, then delete this Third_Age.bat file and apply dedicated release.

    @Krazy Kook

    CTD fix is, as stated, "emergency" - it kills most of campaign script code, so it's of no use long-term.
    So generally it brakes everything, which allows you to move on in case there was some script-related issue (or anc\trait application).

    Regards
    Last edited by Germanicu5; November 12, 2011 at 05:08 AM.
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  2. #102

    Default Re: ReallyBadAI Battle System v5.1.3 Released!

    It would be great!!!

  3. #103
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.2 Released!

    New AI is out, see changelist in 1ss post.

    Most notably it makes AI defensive behaviour what I wanted it to be from start and it corrects problems with unplayable battlefields in TATW - particularly around Misty Mountains and Minas Morgul.

    Regards
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  4. #104
    Polycarpe's Avatar Back into action!
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    Default Re: ReallyBadAI Battle System v5.2 Released!

    Great stuff, downloading now!

  5. #105
    Shea O'Gorath's Avatar Primicerius
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    Default Re: ReallyBadAI Battle System v5.2 Released!

    Can you use this mod with other mods and does it genuinely work

  6. #106
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.2 Released!

    @St. Polycarpe

    Thanks, your unit previews look really good btw.


    @Andy Mc

    Yes, it works if applied (with use of setup file) after other modifications.

    If you need to update files afterwards, first "unitick" ReallyBadAI in setup - this'll bring back saved copies of files that were overwritten, Then you can perform any changes. Apply AI again after you're done.

    Regards
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  7. #107

    Default Re: ReallyBadAI Battle System v5.2 Released!

    Any chance this mod will work with MTW2 mods, not being Kingdom version? like La Guerre de Cent Ans?

    Looks very interesting.
    Last edited by twmplayer; November 23, 2011 at 07:19 AM.

  8. #108
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.2 Released!

    You can always try, I've never checked it.
    There might be some scripting incompatibility, but if you don't get instant error message in the log file and campaign script doesn't crash, you might as well pull it off.

    Regards
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  9. #109

    Default Re: ReallyBadAI Battle System v5.2 Released!

    s

  10. #110
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.3 Released!

    Brand new AI is out, it supports new TATW 3.x and CoW 1.5.

    Rivendell assaulting performance is incomparably better now (TATW).

    New Battle AI and Content Switcher is fully compatible with TATW 3.x and offers varying wall and siege equipment parameters as well as shuffling formations and other AI parameters.

    I also tracked down a file attribute error that'd prevent custom battle scripts from launching after a while.

    Enjoy.
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  11. #111
    Leaf-Fan-Forever's Avatar Miles
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    Default Re: ReallyBadAI Battle System v5.3 Released!

    Quote Originally Posted by Germanicu5 View Post
    Brand new AI is out, it supports new TATW 3.x and CoW 1.5.

    Rivendell assaulting performance is incomparably better now (TATW).

    New Battle AI and Content Switcher is fully compatible with TATW 3.x and offers varying wall and siege equipment parameters as well as shuffling formations and other AI parameters.

    I also tracked down a file attribute error that'd prevent custom battle scripts from launching after a while.

    Enjoy.
    Was this update only for Third Age or other specific mods or does it also enhance the AI for all mods?

  12. #112
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.5 Released!

    New AI is up, I'm spoiling TATW fans a bit again...

    The general stability was much improved thanks to discovering hardcoded AI's problem with applying battle strategy in some cases.

    More changes in OP, I'm planning to give CoW special abilities some attention in the next release.


    @Leaf-Fan-Forever

    Sorry, I didn't see your post. That older release was also fixing some settings for all other mods.

    Regards
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  13. #113
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: ReallyBadAI Battle System v5.5 Released!

    Thanks for 5.5 mate, this will be intergrated into War of the Gods mod! +rep

  14. #114
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.5 Released!

    Quote Originally Posted by ToonTotalWar View Post
    Thanks for 5.5 mate, this will be intergrated into War of the Gods mod! +rep
    Ok, thanks for the info, it usually works the "you ask first" way, I do it only due to the fact that integration of this AI is tricky.

    PM me if you have any questions or want me to review the integration (of things people forget to change: remember about adding\changing EDU attributes and keep the "read-only" attribute of advice file that's in preferences folder - also make sure the installer you use for your mod preserves file attributes, otherwise custom battle scripts will shut after 20 battles).

    Regards
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  15. #115
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.6 Released!

    New AI is out, details in OP.

    Have fun.

    Regards
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  16. #116
    Aragorn1963's Avatar Biarchus
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    Default Re: ReallyBadAI Battle System v5.6 Released!

    Sounds great! Will this work with TATW and the Baron Samedi compilation mod? And with Broken Crescent?

    Probably not with BC, but I just would like to know for sure.

  17. #117
    Judeman266's Avatar Senator
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    Default Re: ReallyBadAI Battle System v5.6 Released!

    I used it with BC and it worked, even the hardcore option.

  18. #118

    Default Re: ReallyBadAI Battle System v5.6 Released!

    Hello, maybe a stupid question. But how can I see that it is activated? I think I did everything right and I do have the files in the mod folders. But is there any other way to see it, because they don't try to outflank me etc...

  19. #119
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System v5.6 Released!

    Check MTW log file, if you find "ReallybadAI v5.6" string there, then it's installed correctly (at least the scripts, you can check config_ai_battle.xml as well, it'll say RBAI on top of the file).

    There are many factors influencing AI's outflanking, but when army proportions are at least close, then it always attempts this maneuver.

    Regards

    P.S. Even if you have the files in the right place, UAC might mess them up, please see the troubleshooting thread for more info.
    Last edited by Germanicu5; March 05, 2012 at 12:17 PM.
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  20. #120
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: ReallyBadAI Battle System v5.5 Released!

    Quote Originally Posted by Germanicu5 View Post
    Ok, thanks for the info, it usually works the "you ask first" way, I do it only due to the fact that integration of this AI is tricky.

    PM me if you have any questions or want me to review the integration (of things people forget to change: remember about adding\changing EDU attributes and keep the "read-only" attribute of advice file that's in preferences folder - also make sure the installer you use for your mod preserves file attributes, otherwise custom battle scripts will shut after 20 battles).

    Regards
    Ok, I think I need some help on this mod to intergrate into mod once I get the campaign map complete, thanks

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