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October 04, 2013, 09:04 AM
#21
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6
UPDATED 4/10/2013.....4 DIFFERENT BATTLE SPEED EDU FILES TO CHOOSE FROM AND 4TPY FOR 1-TURN CAMPAIGNS AND UPDATED DARTH FORMATIONS ...SEE OP
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October 04, 2013, 03:24 PM
#22
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2
Quick question, does this mod also affect the Swap factions? And how extensive are the cavalry nerfs (on choice 3) as I dont want to be fighting with ponies :/
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October 04, 2013, 03:51 PM
#23
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2
it is only for the play one turn campaign folder only {i think swap factions 0-turn}...cavalry charges are half for 1,2 and 3...cavalry is still good trust me.... exept you may want to be more careful with where you charge them
1-turn rome is coming soon ....i will not be doing any 0-turn versions of this mod sorry
all fractions of stats are in line with the original 1-turn edu ...i have not altered any unit out of line with the rest..
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October 07, 2013, 03:55 AM
#24
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
The descr formations files have to be installed in the data folder, not in the one turn campaign folder, right ?
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October 07, 2013, 04:29 AM
#25
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
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October 07, 2013, 06:00 AM
#26
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
fixed updated 7/10/2013 added ai general command star bonus , fixed hillforts walls for large towns {they now have just an outer wall and an inner wall} and sorted the formations into the proper data folder
ROME 1-TURN COMING SOON {im about half way through}
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October 08, 2013, 02:18 AM
#27
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
Didi you fix the error with the amburones heavy swordsmen in your alternatives edu ? ( 29 in DEF)
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October 08, 2013, 05:13 AM
#28
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
( Is it very useful to have a 0 turn recruitment ? ) I was wondering if it will change a lot of things or not if i return to a 1 turn recruitment time ( change in the export descr unit) for your 4 turn per year campaign ?
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October 08, 2013, 05:24 AM
#29
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
@jack-of-blades please explain amburones heavy swordsmen error {is it my error? or original edu error},
i wont be doing 0-turn versions these edu files are from the play -one-turn folder...you would have to start a new campaign for 4tpy to start working
0 turn recruitment can create a spam fest of battles that can become boring over time in 1-turn the battles have more meaning
thanks for feed back
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October 08, 2013, 08:45 AM
#30
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
In your edu files for arcade battle ( and the two others alternatives edu files), i think there is an error with the amburones heavy swordmen shield stat ( he has 15 in shield ) .
BTW, the original edu files that you gave in your submod for the one turn campaign, is a 0 turn recruitment edu. ^^'
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October 08, 2013, 09:12 AM
#31
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
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October 08, 2013, 09:43 AM
#32
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
fixed {hopefully}...let me kniow if you find anything else +rep
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October 08, 2013, 04:33 PM
#33
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
And, one question : if i keep using the 0 turn edu in the one turn campaign, is the AI still programmed to recruit only one unit per turn ?
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October 08, 2013, 05:22 PM
#34
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
no whatever edu you use will affect all factions , 0 turn edus should not be used as its a 1-turn script , theres a good chance something could go wrong down the line or the balance will be well out {script wise}
what battle speed are you using ? how are you finding it?
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October 10, 2013, 05:39 AM
#35
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
The original edu, but the quick one is really fun ^^ ( and can be challenging).
And the 4TPY campaign is quite challenging, i think.
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October 11, 2013, 06:22 AM
#36
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
And, one more thing, is it possible to make the Ai more intelligent in siege battle against a settlement with no walls ? ( The AI send some troops alone whereas he could have hold a line in front of the doors )
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October 11, 2013, 07:36 AM
#37
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
hmmm possibly , i will look at it , did you turn off battle timer?
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October 11, 2013, 07:38 AM
#38
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
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October 11, 2013, 07:54 AM
#39
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
ca you try it with timer on see if its the same, timer does have an effect on the ai , whether to charge in {against time} or sit still, plenty time, i will see what i can do as regards to the ai
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October 11, 2013, 08:27 AM
#40
Foederatus
Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS
Ok.
And, another question, what did you change in the backgroung script's text ?
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