Page 1 of 5 12345 LastLast
Results 1 to 20 of 94

Thread: Better AI Recruitment

  1. #1
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Icon1 Better AI Recruitment



    Rome 2 patch 16.1 Wrath of Sparta compatible

    This mod enhances the Campaign AI by building better melee based armies as well as improving the faction specific recruitment behavior. The AI will for example recruit Pikemen as Macedon and prefer Hoplites with Athens or Sparta.
    The mod works fine with the vanilla game and the mods mentioned under compatibility seen below.

    Overview: Campaign AI
    - completely new culture specific naval AI recruitment
    - completely new AI unit recruitment types
    - completely new Greek AI recruitment overhaul
    - adjusted every CAI army composition
    - less missile units in general
    - faction specific and historical accurate AI armies
    - new army variation system (every military group now has more than 1 army template)
    e.g. Parthia will recruit Infantry heavy armies as well, but mostly focuses on Horse heavy armies

    -> see patch notes for further information

    Compatibility :
    Rome 2 patch 16.1 Wrath of Sparta compatible

    Mods:

    Close Combat Battle AI
    Better Aggresive CAI for Rome 2 - by Junaidi83
    TheDuBMod - Barebones (Superior Campaign AI)
    MacklesMod: No Artillery Barbarian
    Improved Tech Group Bonuses
    Hēgemonía: Large Empires Mod v2.5
    and with any mod not affecting AI recruitment


    Incompatibilities:
    Vae Victis

    Better AI Recruitment is proud part of
    Constantine: Rise of Christianity
    Roman Houses: Familia Romana
    ToonTotalWar's Rome 2 All In One Mod
    Divide et Impera with many more features

    Radious:
    compatibility: Radious Campaign Features Mod, Radious Battle Mod, all unit packs, Radious Economy and Research
    incompatibility: Radious Total War Mod full version, Radious AI Mod,

    savegame compatibility
    - fully save game compatible
    - experience the full potential by starting a new campaign

    Credits:

    - The DuB for his great CAI mods and for allowing me to use some of his work for BAR
    - everyone providing invaluable feedback and supporting BAR

    Steam Workshop
    Tutorial on AI Recruitment in Rome 2

    feedback regarding the AIīs army compositions is really appreciated

    Downloads:

    Rome 2 patch 16.1 Wrath of Sparta compatible: http://www.mediafire.com/download/tj...5c012t1/BAR.7z
    Last edited by Litharion; January 30, 2015 at 08:08 PM. Reason: patch 16.1 WoS update

  2. #2
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: [Mod] Better ai recruitment for DEI and Vanilla Rome II

    Pirates and Raiders DLC compatible

    update1
    Change log:
    - fixed a wrong entry regarding Pergamon recruiting far too many slingers [8+ per army] -> CAI
    - improved spartan army composition, Sparta will not field many cavalry units and heavily relies on hoplites -> CAI
    - added the new Units from Epirus to the cdir_military_generator_unit_qualities_table
    - changed some values for missle units in cdir_military_generator_unit_qualities_table, early missle units are less valuable for the CAI now -> CAI

    update2
    Change log:
    - fixed a bug regarding Bactria and Seleucidai being unable to build their corresponding heavy barracks after researching organised supply -> Player and CAI
    - Sparta values Hoplites more than Pikemen -> CAI

    update3+hotfix
    Change log:
    - adjusted the roman recruiting priorities -> CAI-> new Campaign to see full effect
    [missle unit bug reported by Christofferson fixed]
    [rearranged Roman army ratios]
    - Hastati are recruitable in major roman city I -> only tier I -> Imporves Romes survivability early on, often fighting against Epirus and the Etruscans, after upgrading the roman major city Hastati are not recruitable anymore. -> Player and CAI
    - Increased the Hastati unit value -> CAI
    - Barbarian factions wonīt build artillery anymore. -> CAI
    hotfix patch 3 :
    pontus can now research Skirmisher Camp II before III

    update+hotfix
    patch 4:
    - rebalance minor eastern faction recruitment - CAI
    - you should see some hillmen now - CAI
    - you should see some elephants (mostly mercenary) CAI
    - added persian hoplites to eastern satrapies - Player and CAI
    - adjusted naval recruitment - CAI
    - more heavy ships, less light ships - CAI
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_NAVAL_HEAVY 0,4
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_NAVAL_LIGHT 0,2
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_NAVAL_MEDIUM 0,4
    - revert building_level_required_technology_junctions_tables for eastern factions- Player and CAI
    - further improvments to the mititary quality table (eg. Hillmen value 306 to low, Eastern Slinger 600 too high - many more changes) - CAI
    - added campaign_ai_personality_junctions_tables: - CAI
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_ARTILLERY 0,1
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_CAVALRY 0,25
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_INFANTRY_MELEE 0,5
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_INFANTRY_RANGED 0,15
    - Rome can build Rorarii early on - Tier I,II Cities - Player and CAI
    - Rome definitely builds stronger mellee based armies!! -CAI
    - readjusted many Army Compositions - CAI
    update 4 hot-fix
    - Etruscan AI is again able to recruit units
    update 4 hot-fix 2
    - somehow the naval template ratios were missing causing the AIīs inability to muster new fleets - CAI

    4 - default_naval - Default_naval_special
    6- default_naval - Default_naval_ranged
    10- default_naval- Default_naval_melee


    newly recruited fleets will use more melee ships which should make naval battles enjoyable. The values are currently the same for all factions if possible I will differentiate between culture groups in the future.


    Update 5
    update 5 changes:

    Completely new culture specific naval AI recruitment
    Spoiler Alert, click show to read: 
    Roman_naval
    Greek_Naval
    e.g.Athens, Seleucid
    Sparta_Naval
    Babarian_Naval
    Steppe_Naval
    Eastern_Naval
    e.g. Parthia, Caucasian, Eastern Satrapies
    African_Naval
    Carthaginian_Naval
    Illyrian_Naval
    Ptolemaic_Naval


    Completely new AI unit recruitment types:
    more in future updates

    Spoiler Alert, click show to read: 
    Pikemen:
    New CAI unit type pikemen added for differentiation between pike and spear units during the
    AIīs recruitment evaluations.

    Artillery Ships:
    New CAI ship type added, artillery Ships for differentiation between artillery ships and fire
    pot ships


    Greek AI recruitment overhaul:

    Spoiler Alert, click show to read: 
    Factions which will mostly rely on pikemen
    very few Hoplites or Spearmen, some melee units, [shock/melee] cavalry
    Macedon
    Bactria

    Factions which will rely on pikemen
    Epirus
    Ptolomai

    still Hoplites and spearmen but more melee [sword,axe] units, less cavalry than Macedon
    and Bactria

    Factions which rely more on Hoplites, Spearmen
    most greek factions are still able to recruit some pikemen:
    Sparta
    Athens
    Syracuse
    Carthage
    and more minor factions

    mixed Pike/Spear factions:
    Sardes
    Pontus
    Cimmeria
    Pergamon
    Seleucid and Satrapies


    Update 6:patch 16 compatibility update


    Update 6 of Better AI Recruitment
    - reworked all army compositions (more realistic with gameplay in mind)
    - added additional unit types for more realistic armies (First Cohort/Chariots)
    e.g. Each Roman AI Army will only have a maximum of one First Cohort
    - new army variation system (every military group now has more than 1 army template)
    e.g. Parthia will recruit Infantry heavy armies as well, but mostly focuses on Horse heavy armies
    - reworked all unit qualities, this should help the AI to build better units if available
    - tweaked CAI values for military buildings, the CAI will construct more heavy barracks now
    - better unit pack compatibility (as the AI armies are generally more varied)
    Last edited by Litharion; November 20, 2014 at 04:14 PM. Reason: patch 5

  3. #3
    Black9's Avatar Biarchus
    Join Date
    Nov 2013
    Location
    New York, USA
    Posts
    650

    Default Re: [Mod] Better ai recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Litharion View Post
    compatibility:
    DEI: 0.71f, 0.75a
    Rome II patch 9
    TheDuBMod (Superior Campaign AI) - standard version
    Close Combat BAI
    with any mod not affecting above stated tables.

    please report incompatibilities
    Such a minor change to make the campaign so much better. Thank you sir!

  4. #4
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: [Mod] Better ai recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Black9 View Post
    Such a minor change to make the campaign so much better. Thank you sir!
    thank you, I still recommend using DuBs BareBones Superior Campaign AI or Divide et Impera. Better AI Recruitment was at first concepted as a submod for DEI and it really benefits from better CAI.

  5. #5
    Clerc's Avatar Civis
    Join Date
    Nov 2013
    Location
    Normandie
    Posts
    137

    Default Re: [Mod] Better ai recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Litharion View Post
    Installation: put into your data folder and activate with CAīs mod launcher
    Compatible with DEI : the original DEI table will not be used by the game, if my mod is loaded first.
    The original DEI table will not be used by the game, if my mod is loaded first. How can CAīs mod launcher can do that ? ... Mitch Mod Manager can do it i think. So how can be sure that your mod is loaded first if i use CA's mod launcher ? And what about Mitch Mod Manager ? ...

    Anyway, thank you very much for this great idea and this very useful mod.

  6. #6
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: [Mod] Better ai recruitment for DEI and Vanilla Rome II

    I know my mod is loaded first beacause b comes before d . [Better_AI_Recruitment -- Divide et Impera] The information is for people who rename the file to "Worst_ai_recruitment". Then the DEI Table will be used by the game and the changes made to the building technology requirements will not work. If you want a mod to load first name it for example aaaaa_Test or chose movie format. I hope I was able to explain it to you, english is not my native language.
    Last edited by Litharion; February 12, 2014 at 11:13 AM.

  7. #7
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    patch2
    Changelog:
    - fixed a bug regarding Bactria and Seleucidai being unable to build their corresponding heavy barracks after researching organised supply
    - Sparta values Hoplites more than Pikemen

  8. #8

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    The game loads whatever is first in alphabet? I thought it would just crash unless you uses the Mod loader that let's you prioritize which mods go first.

  9. #9
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by umrmeche View Post
    The game loads whatever is first in alphabet? I thought it would just crash unless you uses the Mod loader that let's you prioritize which mods go first.
    if you donīt touch the user script the load order is alphabetical. Even if you rename my mod to "Worst_AI_Recruitment" using DEI the game will not crash, but it will not use the building_technology changes:

    A. building_level_required_technology_junctions_tables:
    - The heavy military building for Rome and the hellenic factions is researched before the
    auxilliary buildings. The CAI will build more heavy barracks which leads to more heavy melee troops.
    - Changed eastern military building requirement in the same fashion swapped levy_light
    with levy_noble wich will lead to better CAI recruitment.

    If you donīt like this change rename the mod (everything after D [Divide et Impera] should work) and only use the rest of it
    Last edited by Litharion; February 13, 2014 at 11:03 AM.

  10. #10

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    You should put that in the DeI submod forum. There it would be a lot easier to find for people who play with DeI

  11. #11
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Master.Mind View Post
    You should put that in the DeI submod forum. There it would be a lot easier to find for people who play with DeI
    I donīt think two threads for one mod are necessary and it works with vanilla as well. Maybe I should post a link over there or you can do it if you like as I donīt like advertising my mod too much.

    btw. I just fixed a bug mentioned in the DEI bug thread regarding Pontus military technology tree. I messed it up a bit.

    Kthnksdie
    I started a new campaign with Pontus today and I noticed that the military technology tree is a bit messed up. In the Management technology tree, the 'Mercenaries' tech which unlocks the Skirmisher Camp(ranged/merc. barracks III) goes first, while the 'Advanced Chariot Training' tech which unlocks the Perioikos Camp(ranged/merc. barracks II) is the next down the tree.
    Thanks and + 1 rep for reporting this. But use this Thread next time
    Last edited by Litharion; February 16, 2014 at 05:36 PM.

  12. #12

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Very cool

    We are going to be looking at AI recruitment once we get 0.8 done for DeI. I hope to be able to reduce those dreaded ranged stacks.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  13. #13
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Dresden View Post
    Very cool

    We are going to be looking at AI recruitment once we get 0.8 done for DeI. I hope to be able to reduce those dreaded ranged stacks.
    You can use this mod if you want to. Otherwise I have some experience regarding AI recruitment and can offer some help, if you like.

  14. #14

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Is it also compatible with Tetrarchy Civil Wars?

  15. #15

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Dump question, it's save game compatible right? I've got radious AI mod, can i delete it and activate yours for my running campaign? @ the others: Are there noticeable changes in enemy armies? thx

  16. #16
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Denco View Post
    Is it also compatible with Tetrarchy Civil Wars?
    The game starts with both mods activated, but I havenīt tested my mod with Dresdenīs TCW mod. It should at least limit missile unit recruitment, but the other changes are made for DEI and Vanilla. I think DuBs Historical Army Composition mod may be a better choice for TCW

    Dump question, it's save game compatible right? I've got radious AI mod, can i delete it and activate yours for my running campaign?
    If your campaign still starts without radious AI mod, you can activate Better AI Recruitment. But radious AI mod changes the whole complexity of the game. You should be sure wanting a huge change in the middle of your campaign.
    Last edited by Litharion; February 22, 2014 at 09:22 AM.

  17. #17

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Litharion View Post
    The game starts with both mods activated, but I havenīt tested my mod with Dresdenīs TCW mod. It should at least limit missile unit recruitment, but the other changes are made for DEI and Vanilla. I think DuBs Historical Army Composition mod may be a better choice for TCW
    I've tested it and the AI does not recruit as much of missile units than in Vanilla. The mod does add a few new units so I reckon it will not include those into its recruitment?

  18. #18
    Litharion's Avatar Artifex
    Join Date
    Sep 2013
    Location
    Germany
    Posts
    2,622

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Denco View Post
    I've tested it and the AI does not recruit as much of missile units than in Vanilla. The mod does add a few new units so I reckon it will not include those into its recruitment?
    New units will still be recruited by the AI, as my mod affects mostly the Composition of AI Armies and revaluates only vanilla units.

    Patch 4 released:
    - rebalance minor eastern faction recruitment - CAI
    - you should see some hillmen now - CAI
    - you should see some elephants (mostly mercenary) CAI
    - added persian hoplites to eastern satrapies - Player and CAI
    - adjusted naval recruitment - CAI
    - more heavy ships, less light ships - CAI
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_NAVAL_HEAVY 0,4
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_NAVAL_LIGHT 0,2
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_NAVAL_MEDIUM 0,4
    - revert building_level_required_technology_junctions_tables for eastern factions- Player and CAI
    - further improvments to the mititary quality table (eg. Hillmen value 306 to low, Eastern Slinger 600 too high - many more changes) - CAI
    - added campaign_ai_personality_junctions_tables: - CAI
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_ARTILLERY 0,1
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_CAVALRY 0,25
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_INFANTRY_MELEE 0,5
    RECRUITMENT_ARMY_CATEGORY_BASE_PROPORTIONS_INFANTRY_RANGED 0,15
    - Rome can build Rorarii early on - Tier I,II Cities - Player and CAI
    - Rome definitely builds stronger mellee based armies!! -CAI
    - readjusted many Army Compositions - CAI
    Last edited by Litharion; February 22, 2014 at 09:53 AM.

  19. #19

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    I'll try it without Radious AI Mod and with your mod, thanks! If there are problems I have my save games

  20. #20

    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by Litharion View Post
    You can use this mod if you want to. Otherwise I have some experience regarding AI recruitment and can offer some help, if you like.
    Thank you, I really appreciate it. I believe this is a great baseline to put in DeI for vanilla unit recruitment. Then, we can work off of these concepts for our additional units.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

Page 1 of 5 12345 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •