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Thread: Archi's Rome II Mods - Discontinued

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  1. #1

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Thanks, Archi.

    Quote Originally Posted by Archimonday View Post
    As for the latter part of your post, that is already in the full mod, and the battle tweaks.
    But they DON'T CARRY the pilum/javelin, like I said above. It just appear when the men are about to throw it. I play some mods in that they actualy hold the pilum/javelin at hand while marching, and change to swords when we put fire at will off. It is SO MUCH cool!

  2. #2

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Quote Originally Posted by Alexandre Lange View Post
    Thanks, Archi.


    But they DON'T CARRY the pilum/javelin, like I said above. It just appear when the men are about to throw it. I play some mods in that they actualy hold the pilum/javelin at hand while marching, and change to swords when we put fire at will off. It is SO MUCH cool!
    I modded my own...you have to change the animation files. My men hold the pilum until they engage in combat.
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  3. #3

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    Quote Originally Posted by Ant909 View Post
    I modded my own...you have to change the animation files. My men hold the pilum until they engage in combat.
    Can I have your version?

  4. #4

    Default Re: Archi's Rome II Mods - UPDATED - January 1st 2014

    It won't work, I use DEI and this CAI. You have to change the animation files in this battle mod.
    ITS ME "THE DUDE" AND I STILL HATE ELEPHANTS!!!!!

    https://www.youtube.com/thegamersdude1

  5. #5
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    I'm still trying to hunt down the source of all the strange money offers. Its been like that since Vanilla and haven't found a way to influence it yet. Also, Celtic and Germanic tribes didn't have any cultural aversion towards one another, which meant that there was no interfaction rivalry, this is being fixed in the latest version.

  6. #6

    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    Hallo Archi. I am trying your AI 3 days now. Everybody gives me a lot of money from every diplomatic agreement, the strange offer money bug, and everybody loves me even my past enemies. For example Carthage gives me 23 points of fevor because in the past i was in war with her!
    I am trying too to find the error in your cai, because i think its very promising.

  7. #7
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    So I've begun three test campaigns with some new diplomacy, and AI settings.

    The first test is completely passive. I make no territorial gains, and focus primarily on treaties, trade, and economics.

    The second is expansionist, where I actively conquer territory in all directions as fast, and as capably as I can. No stone unturned.

    The third is a balanced approach, mixing the two other campaigns.

    This will give me a good look at exactly how the AI responds in specific situations.

    Two things which take my primary focus right now are:

    *How the AI interacts with a player in warfare
    *Fixing the AI's constant offers of money for every treaty

    Other small changes in the current version include a rebalanced unit recruitment priority, and new AI spending/saving policy for the use of the extra funds the AI gets to function. The difficulty handicaps will also be modified slightly, because the AI simply needs larger armies to function properly and provide enough challenge.

    Look for the new iteration this Saturday when I fire it out.

  8. #8
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    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    I have looked at your CAI through Pack file manager and I think that source of high money offers is "cai_personality_deal_evaluation_components" table. Other mods dealing with diplomacy do not have this table included. I deleted that table. They are now offering reasonable amounts of money (1000 - 10000 max for now). But their offers are so frequent and often makes no sense. For example Rome. One turn offers peace for 2000, next turn declare war and then again peace. Similar thing is hapenning with Carnutes and Rugii. They all have been in war with me and now do not know what to do. War or peace? Strange thing is that it is happening just now when I own 13 regions. Beginning of campaign was perfect. Maybe I represent more threat for them now and AI can not decide.

  9. #9
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    Happily, I think I've fixed the problem. Now just a little more adjusting and all should be swell.

  10. #10

    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    I am currently using Radious mod, however I am near the end of my latest campaign with only a couple more territories to gain for final victory. I have been keeping an eye on this mod for some time. I will be downloading your overhaul for my next campaign.
    I have one question though. I am currently playing as Rome and am quite over them now as this is my 6th or 7th Roman one and the first I have ever finished. Mostly due to patches killing my old saves. I have also extensively played as Sparta and Athens. What other factions would you recommend with your mod that possess the most challenge with your mod installed?

  11. #11
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    Quote Originally Posted by Monoloco View Post
    I am currently using Radious mod, however I am near the end of my latest campaign with only a couple more territories to gain for final victory. I have been keeping an eye on this mod for some time. I will be downloading your overhaul for my next campaign.
    I have one question though. I am currently playing as Rome and am quite over them now as this is my 6th or 7th Roman one and the first I have ever finished. Mostly due to patches killing my old saves. I have also extensively played as Sparta and Athens. What other factions would you recommend with your mod that possess the most challenge with your mod installed?
    The Romans get really difficult once you get north of Italy, so they are fun. The Seleucid Empire is difficult because your Satraps like to revolt. The Greeks I think are by far the most difficult. Nervii is also a good challenge.


    Edit: Also, New Update coming Friday night. Fixes most of the problems that happened in the last few iterations. Just finishing up the balancing right now.
    Last edited by Archimonday; January 23, 2014 at 11:31 AM.

  12. #12

    Default Re: Archi's Rome II Mods - UPDATED - January 18th 2014

    I am currently using Radious mod, however I am near the end of my latest campaign with only a couple more territories to gain for final victory. I have been keeping an eye on this mod for some time. I will be downloading your overhaul for my next campaign.
    I have one question though. I am currently playing as Rome and am quite over them now as this is my 6th or 7th Roman one and the first I have ever finished. Mostly due to patches killing my old saves. I have also extensively played as Sparta and Athens. What other factions would you recommend with your mod that possess the most challenge with your mod installed?

  13. #13
    Archimonday's Avatar Senator
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    Default Re: Archi's Rome II Mods - UPDATED - January 24th 2014 - Patch 8 & 9 Beta

    New Patch 8 update is live, as well as a beta version for Patch 9

  14. #14

    Default Re: Archi's Rome II Mods - UPDATED - January 24th 2014 - Patch 8 & 9 Beta

    Archi: at 9 beta version you can, almost for sure, remove Matched Combat Be Gone: CA makes animation much better. I think that the standalone version for those who really wants to keep it do the job now.

  15. #15
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    Default Re: Archi's Rome II Mods - UPDATED - January 24th 2014 - Patch 8 & 9 Beta

    I'm looking into it. Collision in formations is much better, but they still void it if the two men are fighting one another. In that way, I still see MCBG to be necessary.

  16. #16
    Foederatus
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    Default Re: Archi's Rome II Mods - UPDATED - January 24th 2014 - Patch 8 & 9 Beta

    Hi. Great amount of money problem is partially resolved in diplomacy but it is still there in less amounts. Frequency of offering is still there. In every deal they want to make there is some money. At first they should offer me deal without money and then next turn if they want it badly they should offer some compensation for some reasonable amount. They should not try it for third time if I am not interested. I tried as Galatia and from turn three Knossos is giving me gifts every turn around 1000 (nice extra income). They are not in war or allied with anyone. They just like me for some reason. Gifts should be disabled. At least for AI.
    I want to start head to head campaign with my brother on very hard campaign and normal battle difficulty. If we start campaign on very hard do you know which parameter to change in save game file to have a normal battle difficulty?
    I am using EditSF but do not know what to change. Thanks.
    BTW I am using patch 9. It may be the reason some inconsistency in diplomacy that you did not anticipate.
    Still the best mod for me. Mainly battles. The are so hard to win. I am losing half of battles in 1:1 ratio in normal difficulty. It never happend to me in MedievalTW. There I could easily win even 1:3 on very hard.
    Last edited by adambajer; January 25, 2014 at 12:43 PM.

  17. #17
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    Default Re: Archi's Rome II Mods - UPDATED - January 24th 2014 - Patch 8 & 9 Beta

    It is inevitable that the AI will offer money for diplomacy. They save it, they use it. The game also bases all of its diplomatic offers off a percentage of total coffers, so if an AI has saved tons of money from not being at war, they will offer more money. I've tried setting these percentages incredibly low, but it simply doesn't matter, the AI is always going to offer large amounts of money if it has it. This unfortunately just seems like something we need to suck up.

    As for your battle difficulty, I do not know. There are currently no difficulty handicaps for battles, so it shouldn't matter regardless.

  18. #18

    Default Re: Archi's Rome II Mods - UPDATED - January 24th 2014 - Patch 8 & 9 Beta

    Quote Originally Posted by Archimonday View Post
    It is inevitable that the AI will offer money for diplomacy. They save it, they use it. The game also bases all of its diplomatic offers off a percentage of total coffers, so if an AI has saved tons of money from not being at war, they will offer more money. I've tried setting these percentages incredibly low, but it simply doesn't matter, the AI is always going to offer large amounts of money if it has it. This unfortunately just seems like something we need to suck up.
    But it don't happen in vanilla or other mods, Archi. They rarely offer money; they demand it more often. It's something about your tweaks, I am sure. Maybe they want something so bad (because it's priority at task manager) that they do irrecusable proposals to archive it. So sad, your CAI and BAI are so good but that crazy money thing is so broken...

  19. #19
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    Default Re: Archi's Rome II Mods - UPDATED - January 24th 2014 - Patch 8 & 9 Beta

    I'm running with a new idea on the problem. We'll see what happens.

  20. #20
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    Default Re: Archi's Rome II Mods - UPDATED - January 25th 2014 - Patch 8 & 9 Beta

    New incremental update for Patch 9 has just been uploaded. Play test it and let me know if you guys are experiencing the same issues. I would recommend starting a new campaign, as old campaigns seem to be heavily off kilter due-in-fact that the AI already has significant coffers, armies, diplomatic relations, etc.

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