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Thread: Better AI Recruitment

  1. #21

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

    Hi I not sure why when I put this pack into my vanilla rome 2 update 7 without any mods but its freeze on the main loading page and crash out.. Is this not suitable for update 7?

  2. #22
    Litharion's Avatar Artifex
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    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by iicecube View Post
    Hi I not sure why when I put this pack into my vanilla rome 2 update 7 without any mods but its freeze on the main loading page and crash out.. Is this not suitable for update 7?
    you need patch 9.1

  3. #23

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

    Quote Originally Posted by Litharion View Post
    you need patch 9.1
    Oic okay but can I have someone for the update 7 pack for this mod or I can get from somewhere?

  4. #24
    Litharion's Avatar Artifex
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    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by iicecube View Post
    Oic okay but can I have someone for the update 7 pack for this mod or I can get from somewhere?
    I released the first version with patch 9. Naturally there is no version for patch 7, sorry.

  5. #25

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

    Quote Originally Posted by Litharion View Post
    I released the first version with patch 9. Naturally there is no version for patch 7, sorry.
    Ah what a waste with a good mod, maybe got to find a way to patch 9.. Anyway thank for your time

  6. #26
    Black9's Avatar Biarchus
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    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    Quote Originally Posted by iicecube View Post
    Ah what a waste with a good mod, maybe got to find a way to patch 9.. Anyway thank for your time
    If you buy the game, it comes with all the patches.

  7. #27
    Litharion's Avatar Artifex
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    Default Re: Better AI Recruitment for DEI and Vanilla Rome II

    patch 4 fix
    fixed a major bug regarding the Etruscan AI being unable to recruit anything
    patch 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.
    Last edited by Litharion; February 25, 2014 at 12:12 AM.

  8. #28

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

    Litharion, do the cdir_military_generator tables work as table fragments? Or do you have to use the whole table?

    I was adding 3 of the military generator tables to DeI as fragments, but I am concerned perhaps they must be the entire table to function properly.

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  9. #29

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

    Brilliant mod!

    This mod is so essential so great addition to whole campaign and battle gameplay.

    Keep up the good work mate. Balanced and characteristic AI armies will be our savior.

    This mod has become my favorite already!

    Cheers,

  10. #30
    Litharion's Avatar Artifex
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    Default Re: Better AI Recruitment for DeI and Vanilla Rome II

    Quote Originally Posted by Dresden View Post
    Litharion, do the cdir_military_generator tables work as table fragments? Or do you have to use the whole table?

    I was adding 3 of the military generator tables to DeI as fragments, but I am concerned perhaps they must be the entire table to function properly.
    The cdir_military_generator_template_ratios_tables and the cdir_military_generator_template_priorities work as a table fragments. I am unsure about the cdir_military_generator_unit_qualities as I stupidly never tried to test it.
    The generator_unit_qualities seem to function as table fragments too.

    btw. donīt forget about the cdir_unit_balances, I will add it in patch 5, good way to further balance army compositions.



    @ Little Legionaire, thank you and if you encounter strange AI recruitment behavior please report it as I am unable to test every aspect of the changes I made.
    Last edited by Litharion; February 26, 2014 at 12:23 PM.

  11. #31
    Litharion's Avatar Artifex
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    Default Re: Better AI Recruitment

    Please note: If you use DeI 0.8 using Better AI Recruitment is not necessary anymore as the most important changes are now part of DeI. I will continue the mod for vanilla. It still works with the DeI steam version. But it will not work as intended with the DeI standalone version from twcenter. Thanks to everyone who used my mod with DeI.

    patch 5 info: I will include culture specific naval AI recruitment :

    Spoiler Alert, click show to read: 
    Roman_naval - Rome, Etruscans - melee based with a lot potential for artillery ships
    Greek_Naval - most Greek culture factions - less melee and artillery than roman
    Sparta_Naval - Sparta - less artillery
    Barbarian_Naval - Briton, Germanic, Celtic, Iberian - melee based, no artillery
    Steppe_Naval - Steppe tribes - less melee than Barbarian, no artillery
    Eastern_Naval - nothing special, balanced mix of all three ship types
    African_Naval - no artillery
    Carthaginian_Naval - like roman with a little less melee
    Illyrian_Naval - less artillery than other Greek factions


    and I added the cdir_unit_balances for better army compositions.
    Further faction specific AI recruitment is only possible if I modify the start_pos, this would lead to incompatibilities with many mods like the roman family mod or Dresdenīs TCW and therefore i will not do it with the main version of my mod.

  12. #32

    Default Re: Better AI Recruitment

    Quote Originally Posted by Litharion View Post
    Please note: If you use DeI 0.8 using Better AI Recruitment is not necessary anymore as the most important changes are now part of DeI. I will continue the mod for vanilla. It still works with the DeI steam version. But it will not work as intended with the DeI standalone version from twcenter. Thanks to everyone who used my mod with DeI.

    patch 5 info: I will include culture specific naval AI recruitment :

    Spoiler Alert, click show to read: 
    Roman_naval - Rome, Etruscans - melee based with a lot potential for artillery ships
    Greek_Naval - most Greek culture factions - less melee and artillery than roman
    Sparta_Naval - Sparta - less artillery
    Barbarian_Naval - Briton, Germanic, Celtic, Iberian - melee based, no artillery
    Steppe_Naval - Steppe tribes - less melee than Barbarian, no artillery
    Eastern_Naval - nothing special, balanced mix of all three ship types
    African_Naval - no artillery
    Carthaginian_Naval - like roman with a little less melee
    Illyrian_Naval - less artillery than other Greek factions


    and I added the cdir_unit_balances for better army compositions.
    Further faction specific AI recruitment is only possible if I modify the start_pos, this would lead to incompatibilities with many mods like the roman family mod or Dresdenīs TCW and therefore i will not do it with the main version of my mod.
    Sounds great mate!

    Godspeed!

  13. #33
    Litharion's Avatar Artifex
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    Default Re: Better AI Recruitment - patch 5

    Thanks to everyone supporting this project!

    patch 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


    Spoiler Alert, click show to read: 
    Roman_naval - Rome, Etruscans - melee based with a lot potential for artillery ships
    Greek_Naval - most Greek culture factions - less melee and artillery than roman
    Sparta_Naval - Sparta - less artillery
    Barbarian_Naval - Briton, Germanic, Celtic, Iberian - melee based, no artillery
    Steppe_Naval - Steppe tribes - less melee than Barbarian, no artillery
    Eastern_Naval - nothing special, balanced mix of all three ship types
    African_Naval - no artillery
    Carthaginian_Naval - like roman with a little less melee
    Illyrian_Naval - less artillery than other Greek factions


    I added the lowest tier melee ships to every port.

    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


    and finally I added the cdir_unit_balances for better army compositions.

  14. #34
    kerrfox's Avatar Civis
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    Default Re: Better AI Recruitment

    I love this mod! Excellent work! Thank you for this.

  15. #35

    Default Re: Better AI Recruitment

    Keep up the good work Litharion! Faction / culture /tradition specific recruitment is great addition!

    Must have mod indeed

  16. #36
    Litharion's Avatar Artifex
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    Default Re: Better AI Recruitment

    Update : Rome II patch 11 and fully Hannibal at the Gates compatible

  17. #37

    Default Re: Better AI Recruitment

    Thanks Litharion!

  18. #38
    14182's Avatar Miles
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    Default Re: Better AI Recruitment

    Thanks! For sure this mod can bring me a more diversified battle experience in the grand campaign than facing stacks of generic troops in different textures

  19. #39
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    Default Re: Better AI Recruitment

    patch 12 update: Tier II military ports have no tech requirements like vanilla patch 12

  20. #40
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    Default Re: Better AI Recruitment

    Pirates and Raiders dlc update

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