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Thread: (updated 2/26/2019) My new and improved AI errr 3.0

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  1. #1
    beermugcarl's Avatar Decanus
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    Default Re: My AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    Quote Originally Posted by SandraDevilGirl View Post
    It was working without the files, then backed up the original files and installed your modified files and it kicked me back to main menu when I tried to start a campaign. I put the original files back and it worked.

    But vanilla with DaC workes fine
    I managed to replicate it as well but i asked the mos mod team about it and they told me that modding files that aren't map files for mos often messes up the game because of the amount of installers that they run - so sorry about that

  2. #2

    Default Re: My AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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

  3. #3
    beermugcarl's Avatar Decanus
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    Default Re: My AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    Quote Originally Posted by zorphon View Post
    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.
    in theory.

    tell me if it doesn't.

  4. #4

    Default Re: My AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    Quote Originally Posted by beermugcarl View Post
    in theory.

    tell me if it doesn't.
    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

  5. #5
    beermugcarl's Avatar Decanus
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    Default Re: My AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    Quote Originally Posted by zorphon View Post
    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?
    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.

  6. #6

    Default Re: My AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    any idea of how compatible this is with Stainless Steel Historical Improvement Project (SSHIP)? P.S thanks for the lead on the TATW version.

  7. #7

    Default Re: My AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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

  8. #8

    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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.....

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  9. #9
    knight of meh's Avatar Primicerius
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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 :

  10. #10
    beermugcarl's Avatar Decanus
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    Quote Originally Posted by knight of meh View Post
    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

  11. #11
    knight of meh's Avatar Primicerius
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    Quote Originally Posted by beermugcarl View Post
    it doesn't conflict with RBAI because thats a battle AI and this is a campaign AI.

    Quote Originally Posted by Hero of the West View Post
    Campaign AI by Alreadyded
    i knew there was one active in MOS


    Quote Originally Posted by beermugcarl View Post
    fortunately for me, the AI isn't really targeted at third_Age just that it should be compatible
    i'm glad one less head ache for you

  12. #12

    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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.....

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  13. #13

    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    So PCP CAI is already in MOS?
    Good going CA, you really must be proud of your hard work.....

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  14. #14
    knight of meh's Avatar Primicerius
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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

  15. #15

    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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.....

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  16. #16
    Laetus
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    Hi
    Is this compatible with SSMAP submod?

  17. #17
    beermugcarl's Avatar Decanus
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.0 (31/03/2013)

    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).

  18. #18
    Overlord.ru's Avatar Centenarius
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.1 (08/05/2013)

    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...

  19. #19
    beermugcarl's Avatar Decanus
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.1 (08/05/2013)

    Quote Originally Posted by Overlord.ru View Post
    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...
    what was wrong with the auto_resolve?

    thank you very much for the feedback!

    EDIT: i actually JUST changed the auto_resolve today in the new upload but you only get the auto_resolve stuff in the HURB pack atm because that file can mess about with some mods.
    Last edited by beermugcarl; May 08, 2013 at 01:19 PM.

  20. #20
    Overlord.ru's Avatar Centenarius
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    Default Re: My Campaign AI Project (courtesy of alreadyded) v1.1 (08/05/2013)

    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 )

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