Does this work with MSC? I'd love an improvement to the CAI in it, I don't really like it, but I love the rest of MSC.
My machine:
OS: Windows 10 x64
MOBO: Z270 GAMING M3
CPU: Intel i7 7700k @ 4.7
RAM: 16GB DDR4 2666
GPU: Zotac GTX 970
Storage: Samsung 850 EVO + 5 HDD
Hmm. How would I go about knowing if it's working or not? Something like CAI it could be hard to notice the small differences between MSC/Vanilla SS and your little mod. I'll definitely give it a try I just don't know how to see the difference, it's more long-term when it comes to CAI, know what I mean?
My machine:
OS: Windows 10 x64
MOBO: Z270 GAMING M3
CPU: Intel i7 7700k @ 4.7
RAM: 16GB DDR4 2666
GPU: Zotac GTX 970
Storage: Samsung 850 EVO + 5 HDD
well, i think you will notice but also if it doesn't crash it then its worked
but seriously it should be compatible with EVERYTHING in the stainless sub-forum. the only person who has said it hasn't worked was when it caused a crash and it was for a third_Age sub mod.
so what i'm saying is... if it doesn't crash then it works. though i will point out that if you run the setup you will have to copy and paste the files again.
any idea of how compatible this is with Stainless Steel Historical Improvement Project (SSHIP)? P.S thanks for the lead on the TATW version.
You say: for the core buildings, I advise these lines
construction_cost_bonus_stone bonus 100requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 100requires event_counter is_the_ai 1
Do you mean just add these lines once, after this line, like this:
building core_building
construction_cost_bonus_stone bonus 100 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 100 requires event_counter is_the_ai 1
Or do you mean to add these lines for each building, like this:
convert_to core_castle_building
construction_cost_bonus_stone bonus 100 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 100 requires event_counter is_the_ai 1
Or should I be adding these lines somwhere else?
Also, I play exclusively with BGRV. I think BYG removed the old economy boost scripts and added the below instead. It looks to me like it may result in massive unit spam. What do you think might happen if I just removed the BYG's and substituted your building entries instead?
In the BGRV campaign script there are the following economy script entries (I've posted for one difficulty level - 3, and one faction - Sicily, only):
THIS:
set_event_counter DifficultyLevel 3
historic_event difficulty_hard
link_faction_ai sicily catholic
if I_IsFactionAIControlled sicily
increment_kings_purse sicily 1300
end_if
AND THIS:
monitor_event PreFactionTurnStart FactionType sicily
and IsFactionAIControlled
and Treasury < 100000
if I_NumberOfSettlements sicily <= 1
set_kings_purse sicily 7000
end_if
if I_NumberOfSettlements sicily >= 2
and I_NumberOfSettlements sicily <= 19
set_kings_purse sicily 6000
end_if
if I_NumberOfSettlements sicily >= 20
set_kings_purse sicily 3000
end_if
end_monitor
monitor_event PreFactionTurnStart FactionType sicily
and not IsFactionAIControlled
and Treasury < 100000
if I_NumberOfSettlements sicily <= 1
set_kings_purse sicily 5000
end_if
if I_NumberOfSettlements sicily >= 2
and I_NumberOfSettlements sicily <= 19
set_kings_purse sicily 4000
end_if
if I_NumberOfSettlements sicily >= 20
set_kings_purse sicily 2000
end_if
end_monitor
monitor_event PreFactionTurnStart FactionType sicily
and Treasury >= 100000
set_kings_purse sicily 500
end_monitor
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun - he didn't say a word
But he blew Van Owen's body from there to Johannesburg
Still not working (but I guess you haven't updated the files?)
Last edited by SandraDevilGirl; April 06, 2013 at 07:13 AM.
Good going CA, you really must be proud of your hard work.....
Spoiler Alert, click show to read:
i would like to point out MOS uses really bad AI by germaniu5 (i think that's right...) as standard and adding two AI changing mods that aren't made with each other in mind often break each other .. so regardless of the installers it still might not work:
it doesn't conflict with RBAI because thats a battle AI and this is a campaign AI.
the reason it doesn't work with mos is quite confusing, having conversed with several members of the team they don't really know why without sinking much of their time into figuring out why so its just going to have to be as it is in concerns with mos as nobody really knows
though i was told OVER AND OVER that because mos has a bunch of installers running off bat files that any changes tend to conflict in one way or the other.
fortunately for me, the AI isn't really targeted at third_Age just that it should be compatible![]()
Okey, so it dont work with MOS then :-) to bad...but as you say, AI is not important in TA, just make it the Lore 100% and everything is good :-)
Last edited by SandraDevilGirl; April 08, 2013 at 02:54 AM.
Good going CA, you really must be proud of your hard work.....
Spoiler Alert, click show to read:
So PCP CAI is already in MOS?
Good going CA, you really must be proud of your hard work.....
Spoiler Alert, click show to read:
no i believe a campaign AI that Alreadyded made is included in MOS , the PCP AI is newer with more tinkering .. i am actually meant to beta test the latest round of changes when he is finished adding other stuff
Okey thanks, cant say that the MOS CAI is any impressive but I havent tried PCP (waithing for the next patch) or vanilla TA other than alittle with DaC map submob. (it was bad also) But, I see that his mod worked on vanilla TA with DaC so I might give it a shot but playing vanilla TA ( even with this awesome remade map) is like going back to the stone age compared to all the good SUBMODS out there.
Good going CA, you really must be proud of your hard work.....
Spoiler Alert, click show to read:
Hi
Is this compatible with SSMAP submod?
uploaded specific edits for hurb. will do ssmap when 08 is released. for anything else (thera, third age, vanilla ss) use the misc mods options. i take requests
also edits to make it more aggressive, more naval jumps (trying to get the balance between no naval blockade declarations and still invading by boat is tricky).
I'm currently using ur AI with SSHIP 0.7c and I must admit I find it quite challenging for VH/VH, guess I may rate it 9/10 so far. The only thing I changed is autoresolve, I took it from Soulson AI. Please consider improving vassalage too...
Last edited by beermugcarl; May 08, 2013 at 01:19 PM.
Well, the autoresolve section of your AI seemed like a default style to me, which usually means a loss of an army if using it, so I took it from the Soulson's AI (which he took from XAI anyway)