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  1. #1
    Photo Finish's Avatar Civis
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    Default AI & ship transport

    What are the AI principles on transporting their usits by sea?
    Does Britannia ever get invaded, by, say, Romani late game? Are they trying to conquer all of their victory conditions territories?
    The only state I've seen doing that so far has been Carthage. <- I'm only assuming that, because toggle_fow showed them on Appenine peninsula plus they've conquered Spain.

  2. #2
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    Default Re: AI & ship transport

    inb4 Yes, i know you can walk across Messina

  3. #3

    Default Re: AI & ship transport

    On RTW exe, the AI hardly move by sea at all. I've seen exceptions, though: The Qarthadastim and KH moving troops from/to islands. The Qarthadastim trying to re-conquer islands. And amazingly, in my latest Romani-campain, the KH launching a full naval invasion on Taras. They kept coming untill I sunk their fleets. But those are exceptions.

  4. #4
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    Default Re: AI & ship transport

    If you use the BI engine to play EB, you will have the AI do naval invasions regulary.

  5. #5

    Default Re: AI & ship transport

    RomeTW.exe < RomeTW-BI.exe < RomeTW.ALX.exe - not just when using ships, but the AI behaviour in general (campaign and battles).

    Try either EB with BI or EB with ALX (either full ALEX-submod or only ALX-exe possible).

  6. #6
    Ferdiad's Avatar Patricius
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    Default Re: AI & ship transport

    ALX exe is quite superior, I have witnessed fleets of 5+ stacks on ships when you make them actually affordable and not cost 5000000k gold to build

  7. #7
    GRANTO's Avatar Domesticus
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    Default Re: AI & ship transport

    alex exe seems the best and iv seen the ai doing full naval invasions, going into file descr_sm_factions and setting the naval invade options to yes makes it work better too for factions of your preference.

  8. #8

    Default Re: AI & ship transport

    Interesting. Are changes to the descr_sm_factions save-game compatible? I.e. do they affect an ongoing campaign, and don't cause somekind of bug?

  9. #9
    GRANTO's Avatar Domesticus
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    Default Re: AI & ship transport

    i can think of no reason why changing it would wreck a save game on the other hand the changes might not take effect until a new campaign is started , this naval invade command is very noticable on the alex.engine you will see the ai very busy with ships and any full scale naval invasion can happen from mid to late game , its a wonder that most of the settings are set to no as default , personaly i set them all to yes , it does not mean the ai will always naval attack , it means more that if the chance arises it will consider it with a greater favour{i have found}

  10. #10

    Default Re: AI & ship transport

    Good to know. Thx!

  11. #11
    Ferdiad's Avatar Patricius
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    Default Re: AI & ship transport

    Quote Originally Posted by Casual Tactician View Post
    Good to know. Thx!
    It might cause Nations to be more passive on Land though.

  12. #12

    Default Re: AI & ship transport

    Have not seen many naval invasion when playing EB. And the carthagian expansion in Spain could have been done with troops recruited in their two starting cities there.
    But in my Roman campaign the Carthagians and Epeiros have sent fleets to reconquer their starting territories (Sicily, Sardinia, Corsica and Taras). But this were the only regular exceptions.

    As I have read in many threads in this forum, it seems when playing with Barbarian_Invasion.exe they are more common.
    Have found this mini-mod due to some good recommendations:
    http://forums.totalwar.org/vb/showth...arian-Invasion

    Aside from making the game playable with BI.exe it includes some other nice features like
    the fixes for EB 1.2 (in case you have not installed them already),
    the Giant tree removal (correctiong one of the most annoying weaknesses of EB)
    and new victory conditions (the AI seems to act more reasonable and historical accurate now plus tries to fulfill their goals finally)
    Last edited by Xerrop; January 19, 2012 at 02:10 PM.

  13. #13
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    Default Re: AI & ship transport

    God damn, playing with rtw.
    Are they save compatible?

  14. #14
    Ferdiad's Avatar Patricius
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    Default Re: AI & ship transport

    The descr_sm_factions change? Yes its ssave game compatible.

  15. #15
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    Default Re: AI & ship transport

    Quote Originally Posted by Ferdiad View Post
    The descr_sm_factions change? Yes its ssave game compatible.
    Oh I'm ever so grateful, the rabbit with a pancake on it's head (that would make a nice meal, the gaul woman said)

  16. #16
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    Default Re: AI & ship transport

    Bunnys beat beards.

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