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May 05, 2014, 09:00 PM
#161
Libertus
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.
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May 05, 2014, 10:56 PM
#162
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
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May 06, 2014, 02:38 PM
#163
Civis
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
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May 06, 2014, 08:04 PM
#164
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.
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May 06, 2014, 10:21 PM
#165
Civis
Re: Bran's Empire Campaign AI
perfect, thanks a lot
rep added
Push on, brave York volunteers
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May 08, 2014, 10:39 PM
#166
Re: Bran's Empire Campaign AI
UPDATE: Changed Morale rules so Ai will retreat then counter attack. post 1
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May 11, 2014, 10:28 PM
#167
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.
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May 17, 2014, 07:40 PM
#168
Re: Bran's Empire Campaign AI
UPDATE: New morale settings-routed units will rejoin the fight sooner. Post 1.
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May 18, 2014, 08:11 AM
#169
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.
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May 18, 2014, 10:26 PM
#170
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.
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May 19, 2014, 01:30 PM
#171
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May 31, 2014, 09:38 PM
#172
Re: Bran's Empire Campaign AI
UPDATE: New Trigger Events. Post one.
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June 04, 2014, 06:13 PM
#173
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.
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June 04, 2014, 07:14 PM
#174
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.
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June 04, 2014, 07:33 PM
#175
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.
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June 12, 2014, 08:54 AM
#176
Civis
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
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June 12, 2014, 08:46 PM
#177
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
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June 16, 2014, 05:12 PM
#178
Re: Bran's Empire Campaign AI
UPDATE: Lowered minor nations gdp bonus and raised trade income gdp proportion. Post one.
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June 17, 2014, 12:36 PM
#179
Civis
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
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June 17, 2014, 10:32 PM
#180
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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