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Thread: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

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  1. #1

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Quote Originally Posted by Alexandre Lange View Post
    Butan: I never had experienced the AI going out from a fort by its own initiative. Maybe because my army was never weak enough for them to think they could crush me; can't tell. Anyway, being a mod, vanilla or DeI thing, I liked it a lot: it shows at least some degree of analysis from AI side.

    Now supposing that AI stays in the fort: using this mod, if I burn down the palisades, AI can see all my army and react better, right?

    I will try that scenario and come back with results.

  2. #2
    MagicCuboid's Avatar Biarchus
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    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    664566 I'll test your idea tomorrow and see if it works as well
    "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

  3. #3

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Seems like in fort battle, there is no LoS or hiding possible against the defenders (even with vanilla hiding).
    So that means that since the beginning, when the AI is in a fort, it sees all wherever you are and act accordingly. So this was vanilla all along

    Proof: army completely blind (radar) yet none hidden, using no remove hiding/LoS mod
    Spoiler Alert, click show to read: 




    And in normal battles, if the AI is defending it will not move toward the attacker even if he is weaker, even with half units hidden to make it look even weaker.
    Still not tried any walled/unwalled settlement scenario.
    Last edited by Butan; February 08, 2015 at 08:21 AM.

  4. #4

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    The AI's decision to attack you or hold its position is usually based on missile superiority. If you bring any artillery in any battle except a siege, and the AI has none, the AI will always attack you instead of defending a position. I'm not sure if there's a stronger/weaker decision too.

  5. #5
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    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    In all my battles against fortified AI they always came out. I live in fear of forts and only attack when I have artillery with me. One time the AI came out, avoided my (fixed) arty and the second AI army came from behind me, I had to abandon my artillery, luckily I was able to seize the empty fort and use it against the AI.

  6. #6
    McCarronXLD's Avatar Senator
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    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    This is quite interesting!
    "You hurt me long ago; my wounds bled for years. Now you are back, but I am not the same."

  7. #7
    Crappy's Avatar Civis
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    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Please recreate this mod for Total War: Attila as soon as a packfile manager is up and running! It's amazing what simple tweaks like this can do to breathe life into a seemingly dead AI

  8. #8

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    If there is no other tables that complexifies spotting it could be done in a heartbeat too: just need to copy the values over.

  9. #9

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Will you be a good guy and port it to Attila also?

    Shame on me if someone already asked it, but i'm too tired to read further

  10. #10

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Quote Originally Posted by darknessjw View Post
    Will you be a good guy and port it to Attila also?

    Shame on me if someone already asked it, but i'm too tired to read further
    +1 Has anyone tried this in Attila?

  11. #11
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Quote Originally Posted by Quivis View Post
    +1 Has anyone tried this in Attila?
    Same question here...

  12. #12

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Hello,

    sorry for noob question. Is it sufficient to copy the file into the data folder? I just started Rome 2 modding. Do i need the non steam mod manager?

  13. #13

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    It's fine.
    Put the file in the data folder, and when starting launcher make sure the mod is the first mod loaded (in front of DEI at least). If it's not the first mod, go back in the data folder and put some @@ in front of the file.

  14. #14
    FlashHeart07's Avatar Praepositus
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    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    I would suggest that people try KAMs experimental battle mod found on the main forum of DeI in this thread.
    It contains this submod together with KAMs newly balanced units that makes battles much tougher and still as realistic as they can get in a game.
    That way you can rep both KAM and Butan.

  15. #15

    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    Give us Attila version please

  16. #16
    FlashHeart07's Avatar Praepositus
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    Default Re: [Submod] Improved Spotting Distances for more Tactical AI RELEASED Feb 2

    If it is possible to mod Attila the same way you mod Rome then why dont people just look at the changes in this submod and do the same for Attila?

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