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Thread: Bran's Empire Campaign AI

  1. #541
    Neron25's Avatar Foederatus
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    Default Re: Bran's Empire Campaign AI

    I was playing Polish campaign with Regional Development/Hard Economy/Ottoman Fix version and it was quite enjoyable campaign. Well, it was until turn 60 and then AI is just sitting with full armies in cities and doing NOTHING. Sweden has 3 full armies in Finland, they are at war with me and Russia and they just stopped there and it seems they won't do any progress.
    Ottomans declared war on me 20 turns ago and again nothing happened, i conquered Moldova and i have clear road to Istanbul without any resistance. Also Austria has 4 armies and can't defeat Prussians holding with 1 army in Saxony and few troops in Wurtemberg. Is this bug or is it hardcoded? I'm so dissapointed..

  2. #542

    Default Re: Bran's Empire Campaign AI

    Could you make Volley Fire +++ with Tight Formation version, please ?
    Last edited by Soap Mactavish; March 25, 2020 at 06:26 AM.

  3. #543

    Default Re: Bran's Empire Campaign AI

    Hello Bran, is there a script in vanilla ETW to prevent AI from making peace with other AI factions? I can make peace with AI after sometime but I happen to see that AI never makes peace with other AI factions.

    [size=13pt]Faction Stärke: Starke All-Raound[/size]

  4. #544

    Default Re: Bran's Empire Campaign AI

    So, every time the Ottoman bug is going to appear and bug the game? Isn't there a fix for that?

  5. #545
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    Default Re: Bran's Empire Campaign AI

    So I tried "Bran_Empire_AI_Otto_++", and it looks like there's multiple size versions of the same units. The starting ones are just smaller than ones I can recruit later. Is this a known limitation?

    Is this something startpos modding would be needed to fix?

    (hmm, looks like I need to edit preferences)
    Last edited by taw; May 17, 2020 at 08:32 AM.

  6. #546
    Bran Mac Born's Avatar Artifex
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    Default Re: Bran's Empire Campaign AI

    taw yes it is start pos needs to be edited. starting army unit sizes.

  7. #547

    Default Re: Bran's Empire Campaign AI

    Hi, Bran I can see you're not that active much on these forums anymore but I was hoping if you had some time you could explain how to alter a setting in your Campaign AI mod.

    So, I'm using Darthmod but I don't want to use your complete overhaul and I'm only interested in your Regional Development version where the AI focuses on a more defensive strategy as linked here on post #5: https://www.twcenter.net/forums/show...1#post12768170

    I absolutely love this mod as it gives a more passive gameplay, but I was wondering how can I revert the cavalry walking speed back to the DME version? Even in your CAI mod from this thread changes all cavalry walking speed back to the vanilla slow walking pace instead of DME's faster pace. Is there anyway I can tweak the cavalry to go back to DME's cav speed through DB editor.

    Thanks in advance.

  8. #548
    Skillreaver's Avatar Civis
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    Default Re: Bran's Empire Campaign AI

    Hi I'm using "Bran_Empire_AI_Otto_++" and there seems to be problem with 2 units - Royal Deux-Ponts Regiment and 33rd Foot which both have only 160 man compared to 240 regular line infantry.Also Regiment Etrangers is only 180.I don't think that this was intended because I can't find them in your units stats land tables .

    Well I've checked this once again and most of the dlc units have vanilla size in"++" versions.As this is really gamebreaking could I request a volley fire version/ottoman bug reduction ++ with dlc units size fix or just volley fire with vanilla size units? Also the trade agreement is still not fixed and it shifts enemies into friends immediately Anyway I want to thank you Bran for your hard work because this AI is so much better than vanilla that it's crazy...really crazy how my yesterday's battle blown my mind with AI playing so good that it was hard to tell if it's even still AI
    Last edited by Skillreaver; September 22, 2020 at 07:11 AM.

  9. #549

    Default Re: Bran's Empire Campaign AI

    I just downloaded ottoman bug fix, yes it works even in mid campaign, thank you so much Bran. BUT, I see all the upkeeps dropped drastically. Now I will revert them back one by one unfotunately. Otherwise, it is too easy money on campaign. But you saved my campaign, so thank you again.

  10. #550
    Bran Mac Born's Avatar Artifex
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    Default Re: Bran's Empire Campaign AI

    Skillreaver I did not mod the dlc units cause I did not have them . You can change then yourself in Main_Units db tablle to what ever you would like them to be.
    bahababa- will can change that.

  11. #551
    Bran Mac Born's Avatar Artifex
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    Default Re: Bran's Empire Campaign AI

    UPDATE: Raised recruitment and upkeep costs, building costs for player and lowered Ai bonus monies per turn. See post 1

  12. #552

    Default Re: Bran's Empire Campaign AI

    I can't tell if this is a bug or intended, but: I started a game as Prussia, using the simplest version of your system, since I wanted to play 'Empire Total War, but not absurdly easy'. (Bran_Empire_AI.rar was the name of the download.) The AI seemed to perform better in battle, and the price of hiring troops and building buildings went up, both of which I approve of as difficulty-raisers...<br><br>But my trade income also went up by an order of magnitude. Like, a literal factor of ten; I used to get 130 per trade agreements base; with the mod, I get 1300. As a result, I have about 8000 a turn more than I ought to at this stage of the game, which even with the more expensive units, still puts me absurdly ahead.<br><br>Is this a bug? If so, how do I fix it?<br><br>Thanks in advance.

  13. #553

    Default Re: Bran's Empire Campaign AI

    So... apologies for the double-post, I can't figure out how to edit.

    Having played several games in the base version of Bran's Empire Campaign AI, I have two comments.

    First, the AI is *much* better. It's great! I get challenged! I really can't praise it enough. I love the new AI, and it's great; I wish I could play against it all the time.

    But all the other changes to the game and the economy, I'm much less comfortable with.

    In the base game, you get 600-1000 for a trade ship with diminishing returns, encouraging nations to take insane risks to secure the tasty tasty East India trade for themselves and deny it to their rivals; that's been reduced to about a quarter (still with diminishing returns), massively reducing the drive to dominate the seas and empowering the inland powers. I'm sure that trade ships were a top strategy before, but trade ships were also something you strived, with great difficulty, to build and protect; right now the escorts for them cost more than you get from the trade, unless you're carefully avoiding warfare with everyone who has a navy.

    Town Watch costs have been increased a great deal, to the point where (a) small provinces often cost more in town watch than they are give in income, and (b) lowering taxes to decrease Town Watch costs is often the most profitable thing to do in terms of money - which changes the tax collection calculus, since (in the base game), the tax-collection trade-off was 'money now' against economic growth or population growth. This combines with the fact that...

    ... All wealth from province buildings - mines, farms, industry, and so forth and so on - has been cut by a flat 50%, and the tax rate gains from governor buildings have been reduced, thus weakening your desire to invest in your territory (since the investments will only pay off very slowly) and discouraging the development of your industry as opposed to other priorities, in particular schools...

    ... Which is especially true because all techs have been greatly empowered, in particular their passive bonuses - but researching lots of tech very quickly was *already* a top strategy, since you wanted as many schools as you could get. But to give you income despite building huge numbers of schools instead of factories...

    ... Trade is now up to 1300 (from 300) base, per trade route, meaning that peacefully trading with German minors is more profitable for France than conquering them - Rhineland has tax value 800, trade value 1300; trade used to be something you wanted to do because it was free, but now it's what you need to do to survive. (My current Austria game, my tax income is 7900; my trade income is 23000 - almost three times as much, despite my making no investments whatsoever in trade except signing agreements with anyone who wants to trade with me, which is everyone).

    So, overall I feel as if income has shifted from being mostly a game that was designed to have obvious points of player interaction (take territory, build industry) to one where your best bet is arcane strategies emergent from bugs (build as many schools as possible, so you can force low-value provinces to become emergent states through ticking them off, then force them to become protectorates and trade with them). And, also, I now have way more income now than I ever used to - which is kind of strange in a mod intended to make an easy game more challenging. (If I try loading the Austrian game without Bran's Empire AI, it shifts from having 16000 income with the mod to 624 without.)

    So... is there a version of Bran's Empire Campaign AI that doesn't have the economic/tech changes? I'm really sorry to ask, because your work with the AI is *amazing*, and deserves a huge amount of praise - much more than I can give - but it comes with non-AI changes that I feel make the game worse. So is there a 'just AI' version of the mod anywhere? Or is it all just one package?


  14. #554

    Default Re: Bran's Empire Campaign AI

    I've been struggling at sea with this mod active. Does the AI receive accuracy bonuses in sea battles from this mod? Pitting ships against one another and accounting for the winds the AI ships are far, far FAR more precise with their aim than human controlled ships. 16 brigs shouldn't get routed by 1 sixth rate (without cheesing against it like mass boarding). Those are strong ships compared to a brig but not THAT strong.

  15. #555

    Default Re: Bran's Empire Campaign AI

    Update to my question. I just fought six 6th rates, with four 5ths, and two 6ths. AI won with no effort at all. AI ship cannon hit more than 90% of their shots, where human guns seem to act as though their accuracy is set to 1. They are all over the place even close up, nearly point blank. By the end of the battle four of my ships had sunk or exploded and only two enemy ships were even out of the green. It had taken the entire battle just to get them that far.

    All I'm looking for is whether or not the AI or player are have advantages/disadvantages in sea battles. It certainly seems that way.

  16. #556

    Default Re: Bran's Empire Campaign AI

    I installed the Mod/s (the 2020 build) and are running them trough modmanager. I can also see the gun inaccuracy in battle due to the Napoleon effects mod so the mod files should have been installed properly. In battles however the AI seem alergic to fireing in a line and insist on charging 90% of its infantry in melee moshpits in the center of the line while charging most of its cavalry to the flanks. Is the AI supposed to charge into a moshpit in the center of a line? Am I doing something wrong here? I understand that native Americans do it with their melee units. But it was weird when the Dutch and British did the same later with a mostly line infatry army.

  17. #557

    Default Re: Bran's Empire Campaign AI

    If it were possible to read about what each table means in your fashion. I have 5000 everywhere, but there is a question, is it possible to install 7000? Although a maximum of 5000 or not?

  18. #558

    Default Re: Bran's Empire Campaign AI

    Can anyone tell me which file to download? Honestly I'm very confused, there are so many files, if I download the file on the first post which is called Bran_empire_AI_Otto++.rar do I have all the changes implemented inside? I don't understand if someone please explain.

  19. #559

    Default Re: Bran's Empire Campaign AI

    Quote Originally Posted by legiohispana View Post
    Can anyone tell me which file to download? Honestly I'm very confused, there are so many files, if I download the file on the first post which is called Bran_empire_AI_Otto++.rar do I have all the changes implemented inside? I don't understand if someone please explain.
    In the same boat!

  20. #560
    Bran Mac Born's Avatar Artifex
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    Default Re: Bran's Empire Campaign AI

    ALL VERSIONS UPDATED WITH MORE REALISTIC ECONOMIES.Lowered Trade Incomes

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