Ya i'm kinda with mrenglishrules here, why not just take out shieldwall entirely instead of changing it to wedge? I'd love to hear other people's perspectives on this one.
Ya i'm kinda with mrenglishrules here, why not just take out shieldwall entirely instead of changing it to wedge? I'd love to hear other people's perspectives on this one.
I've played Tuskmod+BACAI, trying not to load BACAI when going for a battle. Shieldwall is for something in the game, especially in Tusk, and I didn't want to lose that experience. But the "saving and loading" broke my experience. So I stopped .
Actually, I like BACAI's aggressive AI and lowered loyalty (and other features, which I haven't experienced much), so it's a pity.
So I would second mrenglishrules demand: "please make a version without the changed formations" - I'd love to play one.
Hmm there are many ability i can give it actually however there is reason behind everything , wedge and diamond formation is active ability, the kind that AI will use it when its try contact againt player unit, its also maintain unit cohesion better, and give certain advantage , spear unit has been granted wedge, its will boost its attack during formation, however any missile can counter it, very good for offensive, while sword unit who get diamond formation, is suited for delayed the inevitable, thanks for defense bonus, they should be used as missile bait during opening skirmish.
If i take out shieldwall entirely its will render some unit to not have any ability at all, and have some active ability is always plus in my book, however i do create BACAI based on my perception on what games should be, its will be different like DEI, VV, or Ancient Empire, since i dont run the project with historical fact in my head, anyways i saw that BAI realy use that formation pretty well and its kinda cool, its also help them penetrate enemy better, rather stuck together like pit mosh and ended broken because fatigue , with both on same side using the same ability, casuality will be inevitable, both side clash, both side die, no more the one with invisible shield defense win
You can however utilize phalanx tactic by actually recruiting pike unit, i want use shield wall formation, unless its also active ability not passive, and both side can use it, however shield wall will be broken, when a unit charge on it, render it almost useless, because AI will not stand idle. So its will be 100 % only player that actually use it and maintain it.
Very well then , i am not hearthless and dictator modder but i will not create alternate version anymore, however i can give you guys, a complete tutorial how to remove the unit ability formation, so you can use shield wall back again.
Step 1 : Go download pfm
Step 2 : Open BACAI mod
Step 3 : Look on db tables open it and delete table named "land_units_to_unit_abilites_junctions_tables"
Step 4 : Save the mod and that its, you can change it under 10 sec, 5 sec perhaps
Happy modifying
Last edited by Junaidi83 de Bodemloze; April 24, 2016 at 10:33 AM.
Modding is like accursed wine, you try a sip and you ended empty the whole glass
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Thanks, Junaidi, I'll do that, that's very helpfull.
I love that shielwall is removed. More intense siege defences now
But still pretty easy to defend since AI is fubar on how to attack effectively. But when they bring artillery, you have to earn your victory
Same thing the other way around. Attacking from sea with artillery ships is almost to easy, even when a settlement has a full stack + garrison as defence. Always focus on taking out enemies artillery, then I can start taking out enemy units in my own pace. The AI should adopt to this strategy as well. Focus on destroying enemy artillery (since artillery will break havoc ^^)
To me it seems now that AI just shoots at the closet enemy, kind of like "fire at will"
Maybe decrease the ammo for artillery?
Is it possible you could make a version that only alters the danes in AoC? making them more prone to explore and attack england and such?
Ok well tone down shield wall a bit. Even without shield wall I can easily turn it into a hammer and anvil by just keeping the AI in place. You cant force the player to adopt a different strategy as the player will just find a workaround. All you can do is force the AI to adapt.
Nice mod but it makes the game crash every now and then. Last time was when I pressed "End Battle" after a 20 minute fight that I won. Slightly annoying... It also makes the units stutter after a while a la Rome II. Never had this before in Attila. I uninstalled it and my game went back to normal. No crashes, no stuttering.
Its been a while, i never touch total war game or modding tool anymore, since my time is full with work,the game is crash ? I should not crash and stuttering, since the moddont change unit texture or adding custom unit at all, unless the game is been patch again the mod should work without problem on V 1.6.0 Build 9772, what version Attilla you use actually ?
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
I use the latest Attila version. My Steam is autodownloading patches. It's the only AI mod where I actually notice any changes in AI behavior so it really sucks that it doesn't work.
I love you for making this mod. I LOVE YOU! I just lost a campaign after 200 turns and I love it!
"What? Men dodging this way for single bullets? What will you do when they open fire along the whole line? I am ashamed of you. They couldn't hit an elephant at this distance. " - John Sedgewick, Union General, his last words before being killed by a sniper.
Hello!
Thank you for the wonderful mod! Do you know of in the AoC if there were problems with the Lombards? I keeps freezing at when I end turn and this usually occurs at round 50 or so. I have a Himyar campaign with your Mod at190 rounds so I was surprised this occurred. Playing the Lombards on Very Hard, no arty, tweaked eco.
All the best
Send me the save game , will check on it when i have spare time for modding, thanks again for reporting
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
Is it possible to make a version where it is compatible with Europa Perdita
Hey, i'm testing your mod, but that what I don't like is that in every town garrison is onager or even 2. It's impression breaker for me, if every village has catapult.
How can I delete it? What I should delete or change in your db?
I don't know why, but your mod makes my game non-responsive when loading =/ It doesn't even go to the Sega animation... I tried every version available, with and w/o siege, tweaked and non-tweaked economy and the game just won't load... I have no idea why this might be happening, I just wanted some smarter AI's at my normal dificulty game T-T
Fixed and already editing to better fit my game. Already caused me a bit of trouble on the test game I created as a pc I couldn't declare war conquered a city I was looking into, so, I aprove it
Will probably be editing it quite a lot, as I've already removed everything related to political power as I have my own, which was the first mod I've created and fell in love with xD
One thing, though... I noticed that, when I was testing the game, I suddenly could recruit 6 troops at once on game start, while I should only be able to recruit 3 or 4, I'd like to remove that(or actually, also tie that to my political power mod, so that my political situation also helps define how many troops I can recruit at once)
Where/how can I remove/alter that?
Hello - great job with your mod. I quick question. I have been playing Radious mod along with your mod and noticed many armies will send ships over of full armies but will never go on land to attack. Instead, they just hang out in their ships next to a settlement. My settings are Normal, Normal. Would it be better if I set it to hard, hard in order to get them to be more aggressive or is this a hard coded AI issue?
Regards
Intel 4690k GTX 760 8GB Asrock Fatality Z97
Hello there sorry been absent for so long, i already remade the AI so they will focus on guarding their territorry quite well, by disable the AI ability to embark anywhere , now the AI will need a port to move their army. When AI embark anywhere as long its have a coast, its create chaotic , all ai will exodus freely roam the entire map, however with port system, they simply cant move their army wildly , rather the AI stack will stuck patroling its own territorry , ensuring formidable defense.
But they will launch heavy naval invasion toward your port city, and if they manage to grab one, all hell break loose, they will pour their army like ant from that single harbour. Been there done that. Unless you see ship full of stack reject attack enemy port city which simply lightly guarded send me the picture and i look the problem more seriously.
The AI was set of maximum aggresiveness, they just dont see a way to reach your land, but you may try sneak your army into their beach , just made sure you will be ready for welcome commitee from the AI
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze