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Thread: [REL] Historically plausible development minimod (in hibernation now)

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  1. #1

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I have an interesting problem. As far as I know, I didn't change anything and suddenly allies get positive modifiers when I defeat a common enemy. Yukishiro, can you check that you still get the negative modifiers for allies?

  2. #2

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by Anabasis View Post
    I have an interesting problem. As far as I know, I didn't change anything and suddenly allies get positive modifiers when I defeat a common enemy. Yukishiro, can you check that you still get the negative modifiers for allies?
    I took that part out of my mod for now because I thought it was what had been causing Carthage to go AWOL off to Portugal. Although now I think it probably didn't have much to do with it. So I don't know. So I don't know, really.

  3. #3

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by yukishiro1 View Post
    I took that part out of my mod for now because I thought it was what had been causing Carthage to go AWOL off to Portugal. Although now I think it probably didn't have much to do with it. So I don't know. So I don't know, really.
    No I mean in my mod. The allies now get a positive modifier as well, which removes some of the interesting dynamics that were developing.

    I am wondering whether there has been a micropatch or something. Or maybe I did change something and don't remember!
    Last edited by Anabasis; December 25, 2013 at 05:40 AM.

  4. #4

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by Dresden View Post
    I love this idea of factions willing to declare peace, I am trying to get the balance right myself.
    Yeah it is tricky. For example right now when single region factions declare war on other single region factions they seem to be very receptive to settling it without fighting most of the time. Which is not ideal. But if you tune the numbers up, then the bigger factions will never settle with the smaller ones. I'm going to have to look at it some more, but it seems tough to get both to work based on the way it seems to be calculated.

  5. #5

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I've set the capital defense and region defense to 2 and left everything else at 1 and the ai still seems to attack okay. It doesn't do crazy long range invasions as much, but it will attack neighboring provinces and stuff. It just really annoyed me that the AI would leave it's capital and cities wide open most of the time for the player to swoop in and snatch.

  6. #6

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I tried setting capital defense (only) to 1.5. I'm not sure how big a difference it is, but Carthage seems to be a little better at leaving at least one army in Africa when it goes sailing off to nowhere.

  7. #7

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Using this mod for some time, and I really love how the AI now goes offering peace after some time. Tho idk, maybe it's just me, but I don't really see AI factions expanding, fighting each other, or even declare war anymore. I didn't see any "Faction destroyed" messages for 50 or so turns now (166 turns in total atm). Now they're all sitting in their settlements, doing nothing mostly. I'm at war with 2 different factions atm, Attrebates and Nervii, but they don't even think of going out and attack any of my settlements. At some point I've even abbandoned Germania Minor for them to attack it, but still nothing!



    I've noticed Royal Scythia moved onto Lugii's Budorgis once, (RS expanded before the diplomatic changes update) but their army was crushed, and now Lugii and Royal Scythians are at cold war for more then 30 turns.



    So, can something be done to increase AI's aggresion and desire for expansion without ruining the possibility of peace?

  8. #8

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    That's interesting feedback. I haven't simmed a game that long yet with the new changes. In the earlier game I am still seeing a lot of movement from the various factions. And nothing I changed should have lowered the CAI's inclination to attack. At least it wasn't really intended to do so.

    The only thing I can think of that might have lowered the AI's aggression is the eliminated war events faction changes. I guess I could try putting those back in, but lowering them a little bit and/or making them wear off quickly.

  9. #9
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    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    What's your process to simming a campaign game? I want to do it with some values i changed.

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  10. #10

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I just start a game with the Iceni and sit there doing nothing (besides initially recruiting two full stacks of the crappiest troops, just to deter attacks). I then just sit there rejecting everything except pacts with my immediate neighbors. I also don't use the reveal FOW agent mod while simming, both because it slows everything down enormously and because I'm afraid it may effect AI behavior if all the AI factions can see me.

    Instead I save every couple years and then quit the game and reload it with the agent reveal mod only when I want to take a look around and/or take screenshots. I typically sim 4-8 years at a stretch, saving every 2 years or so, then quit, reload with the reveal mod, and take a look and what happened. If I'm looking at something specifically I will save every turn for a while then go back and look at the saves carefully with the fow removed via the agent mod.

    Tuning up the values for the AI to defend its capitals seems to have helped Carthage a lot, but of course the downside is that factions arn't as aggressive. If aggression is already a problem the downside may be significant.
    Last edited by yukishiro1; December 25, 2013 at 01:44 AM.

  11. #11

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Yeah, the AI doesn't attack as much if you increase other tasks, because defense gets priority over the attack tasks. But I think it's a good trade off because it makes enemy capitals and settlements actually hard to take, and they don't sail around in the Mediterranean going nowhere quite as much. Plus with 8.1 the AI is more aggressive in general, so it's less of a problem now. In most of my recent campaigns with these (and substantially similar changes) the big factions will expand slowly, but minors generally just build a stack and chill. Nova Carthago usually conquers an iberian tribe or two and becomes more powerful than carthage when I take sardinia and sicily off them.

  12. #12

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    From my Seleucid campaign 44 turns in, started at DeI 0,6b I think, using this submod and harder economy one. N/N dificulty. I'm flooding in cash, everyone fear or love me and i'm skiping chapers every turn without touching secondary objectives, so it became too boring to waste more time. Bactria rose as only threat against me, but with diplomacy changes they proposed peace and agreed to wear chains for 5k. :/ Arabian tribes also begs me for taking them under my protection.

    Spoiler Alert, click show to read: 








    Last edited by Soontir; December 25, 2013 at 08:52 AM.

  13. #13

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    That's why we need serious diplomatic penalties for going to war and being aggressive.

  14. #14

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by Soontir View Post
    From my Seleucid campaign 44 turns in, started at DeI 0,6b I think, using this submod and harder economy one. N/N dificulty. I'm flooding in cash, everyone fear or love me and i'm skiping chapers every turn without touching secondary objectives, so it became too boring to waste more time. Bactria rose as only threat against me, but with diplomacy changes they proposed peace and agreed to wear chains for 5k. :/ Arabian tribes also begs me for taking them under my protection.

    Spoiler Alert, click show to read: 








    Same here in my Suebi campaign. I've just declared war on Lugii, Aestii and Royal Scythia and was able to make both Lugii and Aestii join my confederation and pay me some on top of that, and after I've taken one settlement from Royal Scythia I've made them pay me 8k for peace.

    Also, all the faction declaring war to each other signing peace treaties the next turn, and 5-6 turns after that they declare war again and again sign treaties, thus no faction is expanding, nor any is destroyed. Altho there was a moment when Daorsi invaded Noricum, taking 2/3 of the province and destroying the 2 factions in the process (Don't remember their names), leaving only Helvetii in cold war state, but that's the only aggression at all for 160 turns (195 in campaign, but first ~30 was without diplomatic upd). It's really boring as there's no major wars, nor any real opposition against players expansion. Guess while this diplomatic feature is great for making peace, it also made AI overly passive, and ready to pay any price for peace.
    Last edited by Go0lden_Archer; December 25, 2013 at 09:45 AM.

  15. #15

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I have noticed an issue with the peace numbers seeming to make the barbarian factions overly passive. I am not quite sure what the issue is, but I'm working on it. It doesn't really seem to apply for the factions around the med; I'm still seeing a lot of action there.

    It may just be an issue of tuning down the peace numbers somewhat.

  16. #16

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    I also have a few ideas on how to make the peace system work better that I am going to experiment with later today, and a few ideas for making the arabian (and african) tribes more of a thorn in the side of the major factions without overpowering them, using the new culture system and some diplomatic penalties.

    Sorry if I pushed the diplomacy into the release version too quickly. Hopefully the minor changes I am contemplating will have a significant impact on single-faction vs single-faction wars.

  17. #17

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    hi yukishiro... is this mod only for steam workshop?...if no then plz help as I can't find the download links


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  18. #18
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    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Hey Yuki, I really really like the recruitment changes. I think it adds a lot of immersion to the game, as a province that I control fully allows me to build armies faster, as opposed to one that I only have a toehold in, and it helps to differentiate which provinces I turn in to military bases vs cash cows. Is there any way that you could upload or show me what I have to change in PFM to make that change exclusively? I bounce around a lot in campaigns and changing the minimod out every time would be a hassle (a small one but I'm incredibly lazy).

    Also, I tried to give some Christmas rep for all the work you're doing as far as your plausibility mod and the diplomacy changes, but apparently I repped you too recently.

    Merry Christmas and keep up the good work!

  19. #19

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by Black9 View Post
    Hey Yuki, I really really like the recruitment changes. I think it adds a lot of immersion to the game, as a province that I control fully allows me to build armies faster, as opposed to one that I only have a toehold in, and it helps to differentiate which provinces I turn in to military bases vs cash cows. Is there any way that you could upload or show me what I have to change in PFM to make that change exclusively? I bounce around a lot in campaigns and changing the minimod out every time would be a hassle (a small one but I'm incredibly lazy).

    Also, I tried to give some Christmas rep for all the work you're doing as far as your plausibility mod and the diplomacy changes, but apparently I repped you too recently.

    Merry Christmas and keep up the good work!
    That is surprisingly one of the more time consuming things to do. The tables involved are:

    1. campaign_difficulty_handicaps - use this to set base recruitment per province (i.e. in this mod, it's set to 0 - vanilla is 3 for the player, more for the AI depending on difficulty). You need to set all the values to zero for all the difficulty levels, for the player and AI, if you're trying to replicate what I did.

    2. You then have to add recruitment slots to every single city building. Because there are so many varieties of minor cities, this takes 100+ database entries to work. Because DeI adds a few city types you need to do it for those too, if you're using DeI.

    I made up a version that ONLY does the recruitment changes because it only took 30 seconds. It's attached to this file. It will work with DeI. I haven't tested it with vanilla, but the only reason it wouldn't work is if the added db entries for the DeI city types caused a crash, but I don't think they probably would. If so you can just delete the added DeI tables only.
    Attached Files Attached Files

  20. #20

    Default Re: [REL] Historically plausible development minimod, updated 12/13/2013 with modified peace settings

    Quote Originally Posted by fingersmith View Post
    hi yukishiro... is this mod only for steam workshop?...if no then plz help as I can't find the download links


    Sent from my iPhone using Tapatalk
    I will update the links with the next release version in a day or two, I promise. I just haven't had time. For now, steam workshop is the only way to get all the versions. Sorry. In the meantime if you want the generic version or the rome version here they are as attachments. The generic version has some of my testing on it, so it's a little different than the workshop version.
    Attached Files Attached Files

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