Page 11 of 93 FirstFirst ... 234567891011121314151617181920213661 ... LastLast
Results 201 to 220 of 1868

Thread: Download Better Aggresive CAI for Attila V 4.2 Official Release

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    almas1985's Avatar Foederatus
    Join Date
    Aug 2012
    Location
    Tehran
    Posts
    37

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    hello
    i want Hun attack Sassanid Epire when i play as Sassanid. it is historical.
    is there a way ?
    thank you for the great mod

  2. #2

    Icon14 Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    I'm playing as the WRE on hard with the 2.7 "very easy and human fix" edition and watching with growing annoyance as the Huns simply refuse to do anything other than loot. For years, they hung around my strongly garrisoned town of Aquileia doing nothing but looting. After I installed this mod, they finally assaulted it with three stacks. I barely managed to beat them off. And I'm thinking, "Ok, this mod has finally 'woken-up' the Huns." Wrong! That was the ONLY assault the Huns ever made against one of my towns. I've played 20+ turns or more since the Huns have done nothing except move into the Alps. Initially, I thought there were heading towards Gaul, but then they stopped. They never assaulted Lugdunum or Vesontio. Instead, they just sit in the Alps, looting, and taking winter attrition hits.

    The Huns have a very powerful army. Five or six stacks are now in the Alps. Each stack has at least two heavy onager units, but they seem terrified of any garrisoned or walled town.

    There is something going on with how the CAI handles the Huns. After turn after turn of watching the Huns do nothing, I uninstalled this mod and to see how the vanilla CAI handled them. With the vanilla CAI, the Huns immediately requested that I pay for a peace treaty. (Several other longstanding enemies also requested peace with the vanilla CAI.) So, I agreed to peace. The Huns then immediately went on a tear against the Alamans! This was odd because it was in the Alaman lands that bordered my provinces that Huns had been sitting and looting all those turns despite also being at war with the Alamans. Yet, they never assaulted any Alaman towns while they were at war with me. But as soon as there was peace between us, the Huns lost their fear of walled towns and proceeded to destroy the Alamans. It's odd.

    It's also boring. I'm 150 turns into the campaign and it appears that I'm so strong as the WRE that the AI won't even think of attacking me even with this mod installed.

  3. #3
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Hmm, the question is Sir MKeogh , did the Hun still use composition with large army using horse, very less infantry composition ?

    If Yes, then you need restart the game again, why ? because the more army composed with infantry the more eager AI to play siege with you.And to do so, its required AI to recruit more infantry from early point , because AI never disband his old army, unless his old stack get destroyed, and they start recruiting again. While V 2.7 and 2.8 beta already have this kind of feature. Its also still based on theory, supported with this

    1.Hun and other Horde Faction share similiar task sytem for AI, so if the other AI do well, why only Hun became strange like this, the only our cue
    a) Its problem of to much horse and less foot unit, cause siege bug
    b) Its ing problem from AI code itself, unless update fix this, no one can help it

    I'm playing as the WRE on hard with the 2.7 "very easy and human fix" edition and watching with growing annoyance as the Huns simply refuse to do anything other than loot. For years, they hung around my strongly garrisoned town of Aquileia doing nothing but looting. After I installed this mod, they finally assaulted it with three stacks. I barely managed to beat them off. And I'm thinking, "Ok, this mod has finally 'woken-up' the Huns." Wrong! That was the ONLY assault the Huns ever made against one of my towns. I've played 20+ turns or more since the Huns have done nothing except move into the Alps. Initially, I thought there were heading towards Gaul, but then they stopped. They never assaulted Lugdunum or Vesontio. Instead, they just sit in the Alps, looting, and taking winter attrition hits.
    From what you wrote, i can assume you using old Vanilla save game and put the mod and continue the game. Yes and finally Hun AI do miracle job by actualy siege you, which confirm the new task system for horde faction i create, worked, but after 1 turn the bug hit again, disable all task to siege that has been told to AI.

    It's also boring. I'm 150 turns into the campaign and it appears that I'm so strong as the WRE that the AI won't even think of attacking me even with this mod installed.


    This picture taken on turn 10 V.2.7 , i dont know what version i use, Now my friend, just humour me, start again new game using WRE just play not 10 not 5 but 3 turn, try Vanilla or Easy Edition, Very Easy also welcome. If under 3 turn there is no AI Faction on this mod siege your city. I will delete this Mod thread along the contain.
    Try just use Better AI mod + vanilla ,in case some mod things up.

    Just play 3 turn and write your report again.

    Now If Hun actually have army composition like this which i assured he will do it if you start "new game" using 2.7 or 2.8, there are bigger chance the Hun AI will work his job. But if they dont, then somebody please be kind to report this problem for Creative Assembly to fix. And please remember 2.7 have to much minus value on diplomacy, while the beta 2.8 itself just example about the level minus diplomacy i able to reduce.And its was "Beta" status.

    Remember this is the mod not C.A offical Update, i try my best. But there is limit on knowledge between me and CA Team AI Dev.Hope its can help
    Last edited by Junaidi83 de Bodemloze; March 07, 2015 at 10:07 AM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  4. #4

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Yes, I agree that there is probably an issue as to the Huns being coded by CA to have cavalry heavy armies that is making them hesitant tackling garrisoned or walled towns, but that doesn't explain the odd behavior of their making peace with me and then immediately assaulting the walled towns of the Alamans with the same cavalry heavy armies that have shied away from my borders which I witnessed upon using the vanilla CAI.

    There are days when I really miss the old Risk-style maps of the original Shogun and Medieval. The CAI in those games wasn't required to do much except spam armies and move massive stacks into adjacent provinces which triggered immediate field battles. CA's campaign AI's have badly struggled with their games ever since Rome1. The more complex they make the campaign map, the less capable their CAI gets.

  5. #5
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    I think what you need is fresh game with ,V.2.7 or V2.8 Beta, i already address the issue to force Hun actually recruit more infantry units. Remember some mods may change the actual CAI behaviour from this mod, lets take a look some case where guys also complain the same things like you complain

    Quote Originally Posted by ithrian View Post
    Looks like an absolute awesome mod. I allready see the AI colonize more and conquer more, but unfortanly not against me . I switched to the normal (used the easy one before) so the AI would get more armies, but still they seem to avoid my towns...i even tried to leave one town open for grab without garrison, and in 4 turns the 2 neighbour nations (who i was in war with) didn't go for it, nor have i seen a massive increase in enemy armies. It's been confirmed in this thread that the mod is save game compatitable, am i just inpancient and have to wait 10-15 turns? or should they have been all over me by now?
    Quote Originally Posted by ithrian View Post
    Forgot to mention, im running Radious mod together with yours as that's the only mod i have that have some campagin changes. But i have yours loading first, and theres no conflicts between those 2 mods in mod manager.
    Quote Originally Posted by ithrian View Post
    Well i started a new one, and the enemy has much more troops indeed. But they still hardly ever attack me
    Quote Originally Posted by ithrian View Post
    You always takes your time to reply in a very informativ manner, cheers mate. Yes your mod loads first. I play the Geats on hard, i conquered whole scandianavia and the angles. My territory is next to the franks whos rank 4 on strength and im in war with. They have like 4 armies to the sea just outside scandinavia and have stayed there for about 5 turns. They have never crossed my border on land. I have only garrisoned 2 towns as thats all that i can afford as defence while im battling it out in Britannia, still nothing. For fun, since i love town battles and defending my towns with underdog armies i declared war on the burgundians, longobards, saxons and the factions close to my lands. Zero attack against my towns. Im on 50th turn or something. It seems like all i do is complain :p, but thats not the case..ive allready seen some great changes on the CAI and i would't play without this mod for a second. I just wonder if im doing something wrong here? I am gettin pretty powerful, but that was what v2.5 would deal with right? Anyways, keep up the amazing job and much better than Creative are doin on the CAI.
    Quote Originally Posted by lamenam View Post
    ummm currently enemy are avoiding me. Maybe because im Huns and on the Desolate land mostly with 2 full stacks each. Im already 100 turns with 12tpy mod(and many including radious).
    Quote Originally Posted by ithrian View Post
    http://www.speedyshare.com/pW86e/auto-save.save - Thats my savefile. Im gonna start a new campagin now with Radious OFF and see if they get more aggressive . I have a lots of other mods running, but theyre just homemade, mostly variantmesh and other unit / flagh / and faction name changes.
    Quote Originally Posted by ithrian View Post
    After started a new campagin, i can conclude that radious s up your mod. Without it the AI now seems hungry for my lands ! I could't understand this as i found no conflicts in the 2 mods, but guess the problem was as you say, AI calculating hes move towards autoresult. Radious -> DELETED, let the horror begin . Thank you mate!
    Now remember i dont say using XXX mods bad, its just not everything mix up always turn out to be good, sometimes its only worsen it .
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  6. #6

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by Junaidi83 de Bodemloze View Post
    I think what you need is fresh game with ,V.2.7 or V2.8 Beta, i already address the issue to force Hun actually recruit more infantry units. Remember some mods may change the actual CAI behaviour from this mod, lets take a look some case where guys also complain the same things like you complain



    Now remember i dont say using XXX mods bad, its just not everything mix up always turn out to be good, sometimes its only worsen it .
    There's an old phrase about assuming things....

    Your mod is the only game-play mod I'm using. So, there is no conflict. Sadly, I think CA did a lousy job with the CAI (AGAIN!) and there isn't much modders can do about it except enable stack spam or make the AI more likely to be hostile with the idea that the more adversaries, the better. (This has been true of every single CAI mod that I've played since Rome1. I certainly don't expect miracles from "AI" modders. They can "tweak" stuff, but it's up to CA to make any significant improvements.)

    I invested a lot time into my WRE campaign which I intended to be strictly a vanilla affair. The early game was a lot of fun, but the mid-to-late game was awful. Shades of Rome2. Still, I was invested in it and I didn't want to shelve it. So, I popped your mod in hoping to inject some life into an AI that had gone almost completely passive on me due to my being so powerful. That didn't work. Whatever chances the AI had ever of being competitive in my campaign had unfortunately passed by the time I used your mod. Too little, too late. Anyway, after 20-30 turns of watching 5-7 stacks of Huns looting in the Alps instead of advancing into Gaul or northern Italy, I decided to throw-in the towel on my campaign.

    Maybe I'll see how your mod works with a fresh-start.

  7. #7

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    I haven't actually tried the latest version however I have noticed with the vanilla AI , there is far too much razing and it is very rare for land to ever be resettled...I've noticed that this mostly happens in areas with a low fertility. I know it sounds drastic but if this still happens in your mod (I haven't tested it for long enough so I am unsure) perhaps experiment with changing the fertility levels or even outright disable it for testing purposes?

  8. #8
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Hmm i already try reduce the razing behaviour on the latest version, so i dont think i need to experiment with changing the fertility levels. Unless even with latest version AI razing is equal with Vanilla AI then i will try experiment, so far people using version 2.7 complain only one things , that to much - value on diplomacy, which i try to fix using Beta 2.8 , reduced to half.

    Also Hun less stack issue, which i quite understand because Hun military structure is quite different, considering each stack represent city, which require couple amount of population before they can recruit another general and another city. Compare with other AI that can recruit as long they have money.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  9. #9
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Fresh start, new game, you will notice the different. Including the Huns as well. Consider the mod is vitamin, old save game is like sick man no matter how good the vitamins its only make them healthy, while the new game that use this mod from start, will become strong.

    Try it yourself, and notice the different. The only latest version that reduce diplomacy is 2.8 Beta, the problem its only have 1 version also the strongest one, if you dont mind with high minus value in diplomacy try V.2.7 , because its have 3 edition that can suit your style play.

    Feel free to write your report and feedback again after that

    Now here My horror story

    Faction : Hun
    Turn : 12
    Mod : Vanilla + Better AI V 2.8
    Diff : Very hard



    I decided to taste my own medicine, so i try to play Hun, after sack and burn my ex vassal city who betray me, i decided to settle there, considering this is no man land, in god forsaken place, i though its safe from other AI, yep i do make some alliance with other Nomad Faction, tailor the horde camp, building things, recruit army. just try to play turtle and suprise the enemy with large forces. And everything seem fine, my people happy, i rich, my building upgrade to lvl 2 , my army sweeling. But that doesnt last forever ........



    Once again the AI suprise me, on turn 11 right after end turn, here they come , bring enough army, with intent to raze Hun permanently from the face of the Earth. Well my warrior fough brave, the casuality is huge for both side, but the AI manages to win eventualy thanks for large size.

    Who tough the AI know Hun hide in this desolate region. I though its safe, no one crazy enough bring lots of army to wipe me out.
    But here the sad reality, i beaten by AI
    Last edited by Junaidi83 de Bodemloze; March 07, 2015 at 04:47 PM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  10. #10

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Don't know if this bug/problem is allready said, but i didn't go trough all pages of comments here. The game freeze on Western Roman Seperatist's turn everytime with the normal mod 2.7 (fix). I switched to easy mod and then it works fine. This was also the problem when i used 2.5 (fix). It doesn't help turn it off and put it back on later, the only thing that works is if i turn it off...kill Western Roman Seperatists as a faction, then turn it back on.

  11. #11
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by ithrian View Post
    Don't know if this bug/problem is allready said, but i didn't go trough all pages of comments here. The game freeze on Western Roman Seperatist's turn everytime with the normal mod 2.7 (fix). I switched to easy mod and then it works fine. This was also the problem when i used 2.5 (fix). It doesn't help turn it off and put it back on later, the only thing that works is if i turn it off...kill Western Roman Seperatists as a faction, then turn it back on.
    Eh i also get the same bug, i dont know whats the problem with Western Separatis faction, i get the freeze on the same faction too, but i already fix it, that bug from 2.5 (fix) but i think i already manage to fix it, since i also pass the freeze turn, so i think the problem is solved.
    Do you have the save game than contain the freeze ?

    Its related to certain difficult handicap for AI, i dont know why but for some reason some value who usually work, somehow turn to caused into freeze turn, but like you already done, if u use the downgrade version, its passed the crash, and you can continue using the upgrade mod version.

    Its bit trouble some because its required you to quit the game for switch the mod version, but its work around solution for now
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  12. #12

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by Junaidi83 de Bodemloze View Post
    Eh i also get the same bug, i dont know whats the problem with Western Separatis faction, i get the freeze on the same faction too, but i already fix it, that bug from 2.5 (fix) but i think i already manage to fix it, since i also pass the freeze turn, so i think the problem is solved.
    Do you have the save game than contain the freeze ?

    Its related to certain difficult handicap for AI, i dont know why but for some reason some value who usually work, somehow turn to caused into freeze turn, but like you already done, if u use the downgrade version, its passed the crash, and you can continue using the upgrade mod version.

    Its bit trouble some because its required you to quit the game for switch the mod version, but its work around solution for now
    Not sure i quite understood you there. Yes, by using the downgraded version (easy mode) i bypass the freeze, but if i try to put the upgrade mod (normal mode) back on the freeze is back. And i only want to play with the normal mod, with loads of army stacks rampaging my lands and try to conquer my cities ). What value need to be changed, if it's easy you could just point to wich tablet to change..if it's not easy, please fix it for me <3. Anyways, heres my savefile: http://s000.tinyupload.com/?file_id=...83356892580764 . Thanks for the help mate

  13. #13
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by Go0lden_Archer View Post
    Is there any way to make AI more eager to attack walled towns with army in 'em? The only time I was actually attacked by AI in town with army, was when that town had no walls ATM it seems that the only way for me to play siege with AI attacking is only 3-4 stacks vs garrison scenario, and that's just boring and stupid.
    No they should attack your city either walled or non walled, wanna proof , here complete with garrison and reinforcment


    Try start new game and most of your siege bug problem is gone, its realy not recommend using old save game,since from most people comment i read, the one who use old save game from vanilla or other mod complain the same like you write to me, and the people who use new game, dont complain at all about siege AI.

    If you use multiple mods, do some experiment try play just 15 turn (not much right), same faction same difficulty using
    1. Vanilla game + Better CAI
    2. Better AI + Multiple mods

    If the 2 option show indication that CAI perform poor then 1 option. Then there are something wrong in the other mod that reduce AI. And dont forget to load the Better CAI on top so its value not replaced by other mods.

    Quote Originally Posted by ithrian View Post
    Not sure i quite understood you there. Yes, by using the downgraded version (easy mode) i bypass the freeze, but if i try to put the upgrade mod (normal mode) back on the freeze is back. And i only want to play with the normal mod, with loads of army stacks rampaging my lands and try to conquer my cities ). What value need to be changed, if it's easy you could just point to wich tablet to change..if it's not easy, please fix it for me <3. Anyways, heres my savefile: http://s000.tinyupload.com/?file_id=...83356892580764 . Thanks for the help mate
    Already download the save, will check the problem and report as fast as i could
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  14. #14

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by Junaidi83 de Bodemloze View Post
    No they should attack your city either walled or non walled, wanna proof , here complete with garrison and reinforcment


    Try start new game and most of your siege bug problem is gone, its realy not recommend using old save game,since from most people comment i read, the one who use old save game from vanilla or other mod complain the same like you write to me, and the people who use new game, dont complain at all about siege AI.

    If you use multiple mods, do some experiment try play just 15 turn (not much right), same faction same difficulty using
    1. Vanilla game + Better CAI
    2. Better AI + Multiple mods

    If the 2 option show indication that CAI perform poor then 1 option. Then there are something wrong in the other mod that reduce AI. And dont forget to load the Better CAI on top so its value not replaced by other mods.
    Well, new camp with WRE/ERE, it's not hard to get attacked, either with small army in, or with garrison only. I'm talking about mid game, with full army inside.

    And also, I'm using your mod from the beggining of the campaign, only other mod is Radious's, and Dresden's 12tpy and seasons, nothing else, and ofc your's is higher in load order.

    More then that, AI seems to move their armies out of towns if mine are closing in. It's funny, watching last factions army leaving it's last town undefended, tho this stupid thing was back in Rome 2 as well.

  15. #15

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    I'm having a very interesting VH campaign with this + army movement reduction mod. Playing the Saxons and we are only at 401AD so far. Usually by this time I have begun my expansion and am on my way to supreme power. But the AI in this mod had other plans and left me unable to occupy even a single settlement... Which is kind of awesome!

    I didn't even have time to focus on the British Isles. The Langobards declared war on me the first turn and, after barely defeating their invading armies, I managed to take their capital and subjugate them. I hoped they would create a buffer for my Eastern front but boy was I wrong! Taking on the Langobards meant I took on all their problems with them...

    The Therungians declared war on the Langobards the turn after and with them came the Lugians. I join in with my Satraphy.

    Then I threw some fool Burgundian in prison after making an ass of himself at my feast. For this the Burgundian king immediately declared war, calling on his own allies for aid.

    I am not without friends however. The Angles threw in with me and sacked the village of Rugion. And those poor people in Rugion... Since war broke out their village has changed hands, been sacked, plundered, raised and resettled more times than I can count.

    All the while the Western kingdoms shower me with treaties and peace agreements, the Franks especially. While the Eastern barbarians are only out for blood. I hold out in my city of Tulifurdum. Hoping to one day sail my armies across the British Channel, in search of greener pastures. This has been the best campaign I have had with the game thus far.


    If I could make one request, could you make a version without any research bonus for the AI? I'm enjoying the slower pace and I don't like that my enemies will win simply by out-teching me.

    Great mod otherwise!

  16. #16
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Well you may use the very easy and human edition its only 2x times faster then human, since removing ai reseach bonus practically will hamper its effectiveness to certain degree, the standart should be 2x times faster then human, but you can edit it yourself using pfm, just look on campaign_difficult handicap table and look att_effect_technology_research_points change the value into 0 (if you want he start with no bonus)Technology reseach, is what this mod offer as compensation to AI as i dont put any economic cheat that help or boost AI economy. Yes the AI in the game dont swim in the gold, they use what economic we human use too.Seem you have enjoy the campaign, thanks for well write review
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  17. #17

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by Junaidi83 de Bodemloze View Post
    Well you may use the very easy and human edition its only 2x times faster then human, since removing ai reseach bonus practically will hamper its effectiveness to certain degree, the standart should be 2x times faster then human, but you can edit it yourself using pfm, just look on campaign_difficult handicap table and look att_effect_technology_research_points change the value into 0 (if you want he start with no bonus)Technology reseach, is what this mod offer as compensation to AI as i dont put any economic cheat that help or boost AI economy. Yes the AI in the game dont swim in the gold, they use what economic we human use too.Seem you have enjoy the campaign, thanks for well write review
    The thing is that still means twice as fast. So say you want to focus on the civil tech tree. That means by the time you're done the AI already has full civil research AND a high-tech miltary. While you're stuck with peasants with sticks.

  18. #18
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
    Join Date
    Feb 2011
    Location
    Indonesia
    Posts
    2,616

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by LordN00KE View Post
    Hmm I believe the huns and the other horde factions are underpowered. Even with your mod, they seem to refuse to make more stacks... Maybe they will get stronger if they settle, but then again the huns cant do that. I don't know what CA was thinking.
    That because each stack represent 1 city, so horde nomadic faction, actually not so great, if we compare with other faction that able to recruit army and general as long their economic can sustain. Other faction can recruit 2 or 3 stack without problem. While the horde faction cant, 1 stack represent 1 city,in order to create 1 stack they need population number before they can be divided and multiply. That why AI horde nomadic faction quite weak compare non nomadic faction

    I will try to lessen their burden by halfed its requirement, i will release it on actual 2.8 or 2.9 version

    Quote Originally Posted by rockman4417 View Post
    The thing is that still means twice as fast. So say you want to focus on the civil tech tree. That means by the time you're done the AI already has full civil research AND a high-tech miltary. While you're stuck with peasants with sticks.
    Yes, but human can reseach half military and half civil, while AI cant, unless you specific alter the tech tree for them, enable them to recruit this A technology then B technology. For me myself i realy dont mind they reseach faster then mine,mostly before AI faction reach its max technology , they already die before it, i just give them the chance to use the feature provided by max Technology, its more like personal like or dislike. But i already provide you the way to modify it by yourself. Happy tweaking
    Last edited by Junaidi83 de Bodemloze; March 08, 2015 at 01:42 AM.
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  19. #19

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Quote Originally Posted by Junaidi83 de Bodemloze View Post
    That because each stack represent 1 city, so horde nomadic faction, actually not so great, if we compare with other faction that able to recruit army and general as long their economic can sustain. Other faction can recruit 2 or 3 stack without problem. While the horde faction cant, 1 stack represent 1 city,in order to create 1 stack they need population number before they can be divided and multiply. That why AI horde nomadic faction quite weak compare non nomadic faction

    I will try to lessen their burden by halfed its requirement, i will release it on actual 2.8 or 2.9 version
    I did that for my personal mod too, just that it doesnt seem to have an effect on the amount of stacks they make. Hell I tried removing all requirements other than the cost of raising a stack. We need to figure out another way to force the Horde ai to raise more stacks. I believe that you're the guy that can solve this problem

  20. #20

    Default Re: Better Aggresive CAI for Attila V 2.7 (Fix) & V 2.8 (Beta) Edition, ATTILA V 1.1.0

    Hmm I believe the huns and the other horde factions are underpowered. Even with your mod, they seem to refuse to make more stacks... Maybe they will get stronger if they settle, but then again the huns cant do that. I don't know what CA was thinking.

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
  •