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  1. #1

    Default Question on the AI

    Is there any way to mod the AI for Rome II?

    Thanks in advance for time and consideration

  2. #2
    crzyrndm's Avatar Artifex
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    Default Re: Question on the AI

    Kind of.

    You can't change the logic/code that drives the AI in any way.
    You can change some weightings and levels used by the logic to influence its output behaviour.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  3. #3

    Default Re: Question on the AI

    Quote Originally Posted by Theodwulf View Post
    Is there any way to mod the AI for Rome II?

    Thanks in advance for time and consideration
    AI is there an AI in the game?
    Okay, first do you want to mod the BAI or CAI?
    BAI = Battle AI CAI = Campaign AI

    For the BAI, I donīt know what is possible with warscape or not.
    Regarding the CAI I would say, we can tune, finetune, tweak and play around with some tables, but the tables we can use are only the surface.
    At least 4 things are possible:

    Changing the money spending bahaviour
    Changing the army compositions
    Changing the aggressiveness
    Changing the diplomatic behaviour

    If you combine these 4 itīs you will significantly change the campaign experience. BUT as always itīs an AI in a game, so forgett all the marketing about dynamic AI or something like that. In every god damn game, the AI is more or less defined by scripts and in the end, if you really want a challenge, you must allow the AI to cheat! (giving the AI more money per turn, less squalor and hunger for the AI only, better unit stats etc.)
    The difference between a good gaming AI and a bad one is, that the player isnīt aware of that the AI is cheating if he is aware of, itīs bad scripting!

    But if you want to try, here are some tables you can work with, you will find all tables under "db"
    Spoiler Alert, click show to read: 

    diplomacy:
    cai_diplomacy_complex_treacheries_tables
    cai_diplomacy_simple_treacheries_tables
    cai_personalities_tables
    cai_personality_cultural_multipliers_tables
    cai_personality_deal_evaluation_components_tables
    cai_personality_deal_evaluation_deal_component_values_tables
    cai_personality_deal_generation_generator_priorities_tables
    cai_personality_diplomatic_event_values_tables
    cai_personality_negotiation_components_tables
    cai_personality_strategic_components_tables
    cai_personality_strategic_desired_attitudes_tables


    Army movement behaviour and target choosing behaviour Campaing:

    cai_task_management_system_task_generator_groups_generators_junctions_tables

    Construction, money spending, army composition:
    cai_construction_system_province_template_assignment_policies_tables
    cai_construction_system_templates_junctions_tables
    cai_personalities_budget_allocation_policy_junctions_tables
    cai_personalities_budget_allocations_tables
    campaign_ai_manager_behaviour_junctions_tables
    campaign_ai_manager_behaviour_junctions_tables
    cdir_unit_balances_tables (this is the one that impacts the units the AI is building and the composition of the armies)




    Just download PFM 3.03 open the data_rome2.pack and search for this tables.
    Some tables are easy to understand and self explaining, others will give you some headaches, and some, well some settings are more or less trial and error.
    Last edited by Andonai; September 24, 2013 at 06:47 AM.

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