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Thread: [New experimental stuff]More challenging, BAI friendly battles - 13.07.2015 update

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  1. #1
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    It is save game compatible. I also had trouble to download it. I succeeded by right clicking on "Slow Download" and choosing "Open Link" at the top of the popped up window.

    If 45% disbanding applies only to the loser I'm fine with it. BTW it's only one number and can be easily changed by everybody if he doesn't like it.

    If missile damage stays so high I would have problems using the mod. A certain rest of realism should be mandatory. Look at the ratio of missile troops in armies of the Hellenistic period and ask yourself why it was so low. I guess not because missiles were machine gun like killers. Perhaps make two versions, one for the strong and one for the weak (like me)? Or at least tell us in what files the missile changes are (only Projectiles_tables or also others?).

    @ KAM 2150 a personal remark as someone who isn't a fan of beards: finally your avatar found a kind of shaving device (even if unsatisfactory). So sweet.
    Last edited by geala; February 01, 2015 at 12:24 AM.

  2. #2
    FlashHeart07's Avatar Praepositus
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    If you wanted to change the dmg of missile units you can just change the dmg of each weapon type.

  3. #3
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    With weapon damage you mean projectile damage, ruled by the Projectiles_tables?

  4. #4
    FlashHeart07's Avatar Praepositus
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Quote Originally Posted by geala View Post
    With weapon damage you mean projectile damage, ruled by the Projectiles_tables?
    Maybe. Cant remember and not able to check until later

  5. #5

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    how do these not result in significantly faster battles?

  6. #6

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    It doesnt for you?

    Maybe not significantly, but I see an average of 20% shorter battles approx.

  7. #7
    RollingWave's Avatar Praepositus
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    This doesn't seem to be save competiable is it? at least when I tried it with my existing Saka campaign I don't notice the 45% disband thing.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  8. #8
    Zonac's Avatar Miles
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    ctrl + m It would be awesome if replenishment would be gone and instead of it all unit do auto merge after each battle. (should also affect the AI of course ). But I do not know where you can change something that forces you and the AI to automerge units. Maybe we should ask CA to answer this question?
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  9. #9
    Krixux's Avatar Ordinarius
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    I have this idea that "threat detection" and "threat response" has to do with BAI more than stats alone

    1st
    at one point the AI unit will "detect" your/our units but (perhaps) is limited by his "area" of detection
    hence it doesn't perceive player's (far) flank or reserve as an immediate threat
    thus it easy for us to envelop and kill

    there has to be a "stat" that regulate this value= triple it (!)

    2nd
    "threat response" and/or "threat priority"

    ex now:
    AI cav is attacking my flank ignoring my flank reserve

    solution
    AI spear unit (high) priority (priorities) = player Cav 1st, and all other 2nd (much lower priority)
    AI missiles unit priority = missiles 1st, elite 2nd, Cav 3rd , etc (further study of better use for AI missiles units...)
    AI heavy sword priority = player sword inf 1st , and really low all other
    AI Cav priority = player missiles (at max priority) then sword , elite etc,
    AI Cav lowest priority = player spears...

    this also has to be found as a "stat" somewhere...(I hope)



    I'll be looking for this on my own , but perhaps (if it is something ) more eyes are much much better (lol)

    So, what you guys think ?

    edit:

    found:
    -land_units_tables

    spot_dist_tree
    spot_dist_scrub
    visibility_spotting_range_max
    ?
    Last edited by Krixux; February 01, 2015 at 10:30 AM.
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  10. #10
    KAM 2150's Avatar Artifex
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Even when you play on closer deployment mod where both armies see eachother from the start AI is not any better.

    I have no idea how AI is calculation those threat stuff, but if it would be in the files I am almost sure that Gunny/Magnar/Jam would have found it long time ago.
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  11. #11
    Krixux's Avatar Ordinarius
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Quote Originally Posted by KAM 2150 View Post
    Even when you play on closer deployment mod where both armies see eachother from the start AI is not any better.

    I have no idea how AI is calculation those threat stuff, but if it would be in the files I am almost sure that Gunny/Magnar/Jam would have found it long time ago.
    I just started to triple the values for:

    "spot_dist_tree"
    "spot_dist_scrub"
    i'll see how it goes
    (it will take awhile lol 1500 units ??)

    edit:

    I kind of believe that:
    visibility_spotting _range _minimum

    represent the distance of nearest threat

    the values in DeI are identical for those in data_rome2
    land_units_tables in DeI has a ton of other changes , but not this

    ex
    triarii (both DeI and data_rome2:
    visibility_spotting _range _minimum = 40
    (max = 1500)
    tree =40
    scrub = 100
    where 40 = immediate threat (imo ???)

    since those values are the same ( thus untouched) in DeI
    i'll chance them (x3) and see how it goes...
    Last edited by Krixux; February 01, 2015 at 10:49 AM.
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  12. #12
    Krixux's Avatar Ordinarius
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Quote Originally Posted by Krixux View Post
    I just started to triple the values for:

    "spot_dist_tree"
    "spot_dist_scrub"
    i'll see how it goes
    (it will take awhile lol 1500 units ??)

    edit:

    I kind of believe that:
    visibility_spotting _range _minimum

    represent the distance of nearest threat

    the values in DeI are identical for those in data_rome2
    land_units_tables in DeI has a ton of other changes , but not this

    ex
    triarii (both DeI and data_rome2:
    visibility_spotting _range _minimum = 40
    (max = 1500)
    tree =40
    scrub = 100
    where 40 = immediate threat (imo ???)

    since those values are the same ( thus untouched) in DeI
    i'll chance them (x3) and see how it goes...
    @KAM2150

    Spoiler Alert, click show to read: 
    in Rome_land_units

    I changed all units:

    visibility_spotting _range _minimum
    to 120

    and
    tree = 100
    scrub = 150

    played custom battle
    rome vs rome
    with both
    2 equites_late_allaied
    3 accensi
    4 hastatii (those not modded thus)

    the AI reacted from afar countering my flanking maneuvers (!)
    with one accensi and one socii equites (!)
    the AI hastatii (un changed) engaged my front line = all hastatii engaged (predictable since they were not changed)

    My cav couldn't flank (!!!) due to AI Cav countering my every move !

    KAM
    change the values

    visibility_spotting _range _minimum = 100
    tree = 100
    scrub = 150

    and test for your self
    (or give more 200/ 200/ 300) ?

    I plan giving greater values myself
    there is really something here !!!!
    Last edited by Krixux; February 02, 2015 at 04:35 AM.
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  13. #13

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Quote Originally Posted by Krixux View Post
    there is really something here !!!!
    Nice. Now hoping no one comes up saying ''tried this, it breaks THIS, THIS AND THIS!..''

    Either way, thanks a bunch for spending time on this! Does it cause the AI to do less of the ''Three units charging the same hoplite squad and all getting tired while not benefiting from the number due to being all jammed up togheter'' ?

  14. #14

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Quote Originally Posted by krunsh View Post
    Nice. Now hoping no one comes up saying ''tried this, it breaks THIS, THIS AND THIS!..''

    Either way, thanks a bunch for spending time on this! Does it cause the AI to do less of the ''Three units charging the same hoplite squad and all getting tired while not benefiting from the number due to being all jammed up togheter'' ?
    I will try this tomorrow and I will break this.

    Krixux, can you upload a pack with the changes?

    Anyway, if this truely brings advantages to how effectively the AI reacts (of what the chance is high in its current state), then this would be awesome. But if it nerfs unit stealth / forests / etc., then I assume it would be something you could put into a submod only. Anyway. Really interested.
    Last edited by Ritterlichvon86; February 01, 2015 at 05:23 PM.

  15. #15

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Quote Originally Posted by Krixux View Post
    I just started to triple the values for:

    "spot_dist_tree"
    "spot_dist_scrub"
    i'll see how it goes
    (it will take awhile lol 1500 units ??)

    edit:

    I kind of believe that:
    visibility_spotting _range _minimum

    represent the distance of nearest threat

    the values in DeI are identical for those in data_rome2
    land_units_tables in DeI has a ton of other changes , but not this

    ex
    triarii (both DeI and data_rome2:
    visibility_spotting _range _minimum = 40
    (max = 1500)
    tree =40
    scrub = 100
    where 40 = immediate threat (imo ???)

    since those values are the same ( thus untouched) in DeI
    i'll chance them (x3) and see how it goes...

    Interesting experiments. If I had to guess, I'd say that tree/scrub=xxx is the value for spotting troops "hiding" in trees or scrubs. So perhaps upping the min visibility range but keeping the tree/scrub range lower may address some of the issues people are raising about potentially harming the "hidden" piece of the game. Anyhow, interested in seeing how this turns out.

  16. #16

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    It has been present since Rome 1 in all total war games! )

  17. #17

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    I think it would be great if instead of dying below 45%. Units with less than 45% manpower would not show up in battle until they have regained enough strength, and would die along with the army if it is defeated. Probably cannot be done though.

    Also, do people take the time to pursue and destroy routed units after a fight? It kinda breaks the balance since AI does not... But at the same time, pursuing a weak AI army all over the campaign map is so annoying. I guess the whole dying at below 45% might alleviate this pain a little, and promote the use of AoR units.

  18. #18
    MagicCuboid's Avatar Biarchus
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Wow Krixux, am I witnessing a massive shift here? I wish I was available today to try these values myself, but rest assured I will try it out tomorrow and give a report! +rep for new ideas
    "I've snapped and plotted all my life. There's no other way to be alive, king, and fifty all at once." - Henry II, The Lion in Winter

  19. #19

    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    Krixux - nice work. Does these values mean hiding in scrub and forests no longer work?

  20. #20
    RollingWave's Avatar Praepositus
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    Default Re: [Experimental] More challenging, BAI friendly battles - 30.01.2015

    hmmm I tried restarting a game with Arveni but I don't seem to see the 45% disband effect.

    (granted it's been a tough as hell campaign as I already lost as many generals as I've taken settlements heh.)
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

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