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  1. #1
    Libertus
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    Default AI not producing MICs

    Hi all,

    In my current Roman campaign I am playing historically and also using a bit of console trickery to keep the whole world relatively balanced and historical, keeping certain factions alive and stopping others from painting the whole map. While doing this I've noticed that two factions in particular, Baktria and Pahlava, have fully upgraded MICs in only 1 or 2 of their provinces, and refuse to build any more, even when I give them money. If I do give them money, they usually just make more stacks of Hellenic Native Spearmen or other crappy units which results in them getting steamrolled by neighboring factions such as the Saka or Seleucids.

    Has anyone else encountered this in the AI behavior before? Is there something I can do to get the Parthians and Baktrians some better barracks? I know there's a way to take control of AI factions but I don't remember how.

  2. #2
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    I have noticed this, I often play Seleukids, but I find same thing. I had hoped to give various factions top level barracks at the start, but not sure how

  3. #3

    Default Re: AI not producing MICs

    Quote Originally Posted by Demetrius I Poliorketes View Post
    I had hoped to give various factions top level barracks at the start, but not sure how

    go to Data\world\maps\campaign\imperial_campaign/campaign_script.txt, search by city name until u come to the barracks part ex
    Spoiler Alert, click show to read: 
    ;Makedonia
    ;Makedonia - Pella
    console_command create_building Pella militia_barracks_K1
    console_command create_building Pella roads
    console_command create_building Pella mines
    then just replace the barrack level to the one u want.

    to find the barracks name & faction ownership go to data/export_descr_buildings.txt

    this is not save game compatible, so u will need to start a new campaign for the effects to take place, also make backup for the files u want to mod and use notepad++

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  4. #4
    Foederatus
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    Default Re: AI not producing MICs

    Because ai will calculate the performance-price ratio of new units. If the economic of ai is not enough strong, it will not build the lower performance-price ratio units or new unites as much as possible

    But it also be related with the descr_strat.txt
    http://www.twcenter.net/forums/showthread.php?t=197219

    And u can also use the script to control ai's country.
    if a Qin soldier gains a enemies Elite heavy infantry (enemy officers)'s head ,he can get a knighthood,a hectare of farmland and a slave. If you kill more enemies(grain more enemy's heads), you can get much higher rank of nobility and take more salary per year. The evidence is that the enemy's head. For example a soldier on the battlefield gains two enemies Elite heavy infantry's heads, if his parents in the jail will immediate release. or if his wife is a slave, can also be converted into the civilian population.
    一级(one head)公士,二(two heads)上造,三(three heads)簪袅,四不更,五大夫,六官大夫,七公大夫,八公乘,九五大夫,十左庶长,十一右庶长,十二左更,十三中更,十四右更,十五少上造,十六大上造,十七驷车庶长,十八大庶长,十九关内侯,二十彻侯。彻侯以一县为食邑,并得以自置吏于封地;关内侯有食邑、封户,只能衣租食税而已;大庶长以下十八等,皆有岁俸。临战,斩敌首一级颗(kill a enemy and gain his head),即赐爵一级(you can get higher rank of nobility)。

  5. #5
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    Thanks very much Sinner, every good deed deserves some REP

  6. #6

    Default Re: AI not producing MICs

    Quote Originally Posted by kranyak View Post
    Is there something I can do to get the Parthians and Baktrians some better barracks? I know there's a way to take control of AI factions but I don't remember how.
    go to eb/data/scripts/show_me/generic_script.txt
    type console_command control <faction name> between script and end script.

    Spoiler Alert, click show to read: 

    *Factions’ internal names:
    seleucid = Romani (roman)
    armenia = Sauromatae (nomad)
    pontus = Saka (nomad)
    scythia = Arveni (barbarian)
    britons = Casse (barbarian)
    spain = Lusotannan (barbarian)
    dacia = Getai (barbarian)
    germans = Sweboz (barbarian)
    gauls = Aedui (barbarian)
    carthage = Pontos (eastern)
    romans_scipii = Hayasdan (eastern)
    parthia = Pahlava (eastern)
    egypt = Qarthadastim (carthaginian)
    saba = Saba (carthaginian)
    romans_brutii = Baktria (egyptian)
    numidia = Ptolemaioi (egyptian)
    romans_julii = Arche Seleukeia (egyptian)
    greek_cities = Koinon Hellenon (greek)
    macedon = Makedonia (greek)
    thrace = Epeiros (greek)
    slave = Eleutheroi (greek)

    qeue the buildings u want to add then use the cheat process_cq "settlement name" to have them instantly built.

    to revert back, just replace with ur faction name then remove the line, I wouldnt do it to often as it may make ur save game a bit buggy, & as always backup the files, & edit using notepad++.
    Last edited by sinner; July 01, 2012 at 02:45 PM.

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  7. #7
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    Or do what I did, give everyone top level barracks and start new campaign...now I fight some decent battles

  8. #8

    Default Re: AI not producing MICs

    Quote Originally Posted by Demetrius I Poliorketes View Post
    Or do what I did, give everyone top level barracks and start new campaign...now I fight some decent battles
    I'm guessing as you said "everyone" this means you implemented it via the descr_strat.txt file? There is a far nicer way to do it via the campaign script...
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  9. #9
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    Do tell?

  10. #10

    Default Re: AI not producing MICs

    Quote Originally Posted by Demetrius I Poliorketes View Post
    Do tell?
    There are several good reasons for using the campaign_script.txt (CS) file rather than the descr_strat.txt (DS) file [both located in ~EB\data\world\maps\campaign\imperial_campaign].

    The first is that you can do things like this:

    Spoiler Alert, click show to read: 
    Code:
    ;SPQR ("Romani" = seleucid in the files...)
    ;Latium2 - Rome (Placing buildings in "Roma")
    ;
    if not I_LocalFaction seleucid
        console_command create_building Rome royal_barracks_A1
    end_if
    ;
    if I_LocalFaction seleucid
        console_command create_building Rome city_barracks_A1
    end_if
    ;
    console_command create_building Rome roads
    (This is a segment from the campaign_script.txt file that I'm using as part of the upcoming version 2.0 for the EB Elite sub-mod I'm developing. It's nothing too fancy )


    What does this do? It creates a 5th tier MIC for the Romani if the AI controls them, but only creates a 3rd tier MIC for the Romani if controlled by the player.

    If you had tried to add an MIC for the Romani, for example, in the DS file, it would have been the same Roman MIC regardless of whether or not the Romani were AI or player controlled. The problem is that the AI is not building MICs quick enough (or at all), so you want to improve the AI *relative* to the player, which the DS file does not allow you to do...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    The second reason to use the CS rather than the DS is that the EB team quite often used the CS to place factional MICs rather than the DS anyway, so if you try to add them via the DS and ignore this, you may well see two Romani MICs generated in Roma (of differing tiers), your one from the DS and the original one from the CS, which is just messy.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    The third thing to point out, is that using the DS to place MICs (and buildings in general) can cause the wrong culture type (Western Greek, Semitic, etc) to be attributed to the building you are placing, which plagued the EB scriptors early in their development.
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  11. #11
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    Interesting, thanks

  12. #12

    Default Re: AI not producing MICs

    Quote Originally Posted by Demetrius I Poliorketes View Post
    Interesting, thanks
    np you can do the same thing with units too...
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  13. #13
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    Ah good then I can place huge rebel gold chevron stacks in
    places I don't want the AI to go

  14. #14

    Default Re: AI not producing MICs

    Quote Originally Posted by Demetrius I Poliorketes View Post
    Ah good then I can place huge rebel gold chevron stacks in
    places I don't want the AI to go
    mmmmmmm, be careful though, as the agressive EB slave faction can go a-wandering
    i over-did the rebels myself at one point... the ones scripted in by me bled the Sweboz dry after they'd expanded a bit, and then the doom-stacks getting spawned in Eburonum all started marching north-west. The Sweboz went from having 6 settlements to 2 pitifully defended ones in the space of a few turns woops lol
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  15. #15
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    please delete double post!!!

  16. #16
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: AI not producing MICs

    Is there a way to put a character with limited movement points, via a trait-- in command of the stacks?

  17. #17

    Default Re: AI not producing MICs

    The AI will build high level MIC's when needed. Just beat the AI into a pulp and wait for the high quality troop spam. No need to change the campaign script IMHO.

  18. #18

    Default Re: AI not producing MICs

    Quote Originally Posted by Gaiserix View Post
    The AI will build high level MIC's when needed. Just beat the AI into a pulp and wait for the high quality troop spam. No need to change the campaign script IMHO.
    Key word there You can end up waiting for some time... And also, there is the problem that many players tend to blitz, for which the RTW AI has no defence. Hence, we have edited the files to give the AI high level barracks from the beginning in key provinces.

    It's also worth noting, that without the money script, the AI would never get anywhere near those upgraded barracks. There will always be some form of modding or scripting necessary to make it a challenge for the player, unless you fancy playing vanilla AI all over again
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