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Thread: Bran's Empire Campaign AI

  1. #161

    Default Re: Bran's Empire Campaign AI

    I am playing campaign as France. Campaign AI is good so far. I am fighting the Netherlands across Flanders and into the Netherlands. Battles are very good until the first siege. I besieged the capital and their army initiated battle but would not come out of their fort; they just sat in the fort while time expired. I won without firing a shot. I'm wondering if anyone else has this problem.

  2. #162
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    Default Re: Bran's Empire Campaign AI

    I have never seen that. You say they attacked (sally forth) and the battle map was the fort map? Strange it should be just a regular map not the fort map. In any case did you save before the battle? What version are you playing regular or ++? If you saved and you get that situation again than attack the fort and have some fun

  3. #163

    Default Re: Bran's Empire Campaign AI

    Just a quick question, but maybe not so much a quick answer. I use you AI mod for ETW. Recently I requested a Trade Mod from Goutlard, "http://www.twcenter.net/forums/showt...ade-Routes-Mod", in which he expanded the Shipyards to allow trade routes, and it seemed to be working fine while testing by itself. I started a new Campaign with Britain and it doesn't seem to work now once I combine it with the other mods that I use as standard. Most are just unit mods, and wouldn't have an effect. The only one I can think of is your AI mod, please tell me this aint so...

    Hopefully you can clear this up for me.
    Thanks
    Last edited by Major General Isaac Brock; May 06, 2014 at 02:41 PM.

    Push on, brave York volunteers

  4. #164
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    Default Re: Bran's Empire Campaign AI

    UPDATE: More sea trade,better expansion,better region defense,morale changes-bigger hit on morale if attacked in flank or rear. Post 1
    Major General-use newest update post one for same effect as that mod-so you do not need to use it. I did that for DME settings forgot to put it here too. OK now.

  5. #165

    Default Re: Bran's Empire Campaign AI

    perfect, thanks a lot

    rep added

    Push on, brave York volunteers

  6. #166
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    Default Re: Bran's Empire Campaign AI

    UPDATE: Changed Morale rules so Ai will retreat then counter attack. post 1

  7. #167
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    Default Re: Bran's Empire Campaign AI

    UPDATE: Euro Generals now have inspire ability as do some elite units-will help AI in battles. Post one ++version.

  8. #168
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    Default Re: Bran's Empire Campaign AI

    UPDATE: New morale settings-routed units will rejoin the fight sooner. Post 1.

  9. #169

    Default Re: Bran's Empire Campaign AI

    I'm quite interested in what your trying to do here, but I'm currently testing the Empire Realism MOD, and I'm not sure if the changes you are making with conflict with those made by JaM.

  10. #170
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    Default Re: Bran's Empire Campaign AI

    Yes it will conflict. His mod is very different. These settings work best in The Darth Mod version 40 unit saves. Bran DME . I ported them over from my sub mod to here for those who requested the settings for the vanilla game.

  11. #171
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    Default Re: Bran's Empire Campaign AI

    UPDATE: Better line cohesion and firefights Post one. A most excellent update!
    Last edited by Bran Mac Born; May 21, 2014 at 11:36 AM.

  12. #172
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    Default Re: Bran's Empire Campaign AI

    UPDATE: New Trigger Events. Post one.

  13. #173

    Default Re: Bran's Empire Campaign AI

    I downloaded here, but I've a serious problem in naval battles: galleys are beating sixth rates. yeah, hell yeah. The shots of galleon just get disperse too much and don't damage anything.
    *Maybe this isn't your changes, since I'm playing it with AUM mod.

  14. #174
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    Default Re: Bran's Empire Campaign AI

    I did not include any naval changes so you are playing the vanilla game...but if it sucks that much I will include new naval stats from Bran DME settings
    Last edited by Bran Mac Born; June 04, 2014 at 07:35 PM.

  15. #175
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    Default Re: Bran's Empire Campaign AI

    UPDATE: Added new naval stats for better naval battles ++Version
    Last edited by Bran Mac Born; June 06, 2014 at 08:38 PM.

  16. #176

    Default Re: Bran's Empire Campaign AI

    For some strange reason Darthmod never can be installed in my PC, but the main aspect of that mod was the great AI that everybody talks. I think this BRAN'S mod is the perfect solution for me!!! I'll tell you how it works

  17. #177
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    Default Re: Bran's Empire Campaign AI

    UPDATE: New building effects tables-all military building can recruit more units-fixed vanilla bug with upper military buildings not recruiting. Post 1

  18. #178
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    Default Re: Bran's Empire Campaign AI

    UPDATE: Lowered minor nations gdp bonus and raised trade income gdp proportion. Post one.

  19. #179

    Default Re: Bran's Empire Campaign AI

    I don't know if it's a problem of this mod, but some nations (Great Britain, Courland or Ottomans) just send their armies to a port and get in and out at every turn. I think it's a bug, it's like if they wanted to go into a ship but they can't

  20. #180
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    Default Re: Bran's Empire Campaign AI

    UPDATE: Fixed typo in building effects table that caused crash. Thanks Mikil for finding this Post one

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