Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
Hi Junaidi83 de Bodemloze, can you add sack back to for the other factions, it happened a lot in those days, especially the Nordic factions and the saxons where famous for sacking and it is the faction trait for several factions
Will do until Assembly Kit for Atilla released. You enabled sack, the AI will go bizzare behaviour, which will not improved situation. The ideal is enable sack for human but disable it for AI. Be patience mate, i am not C.A AI Dev guys, just normal modder with limited knowledge
Sorry for lack of this and lack of that![]()
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
But many factions need to loot or sack a lot of settlements for victory but if they can noq only loot thay will have a big empire they will need to start mantainingwhat will happen if you enable sack?
edit: I really think all this sacking is not a waste of time, it is what happened, big empires didn't get born, they died and small factions managed to grab small bits of land for themselves (with the exception of the gothic factions, the franks, the vandals and the saxons)
Sack = steal money but not occupy the land
Loot = Steal money and occupy the land
The difference, when the AI took land its priority will be change, for example he may want to expand his teritory into futher, creating large empire in the process. Also loot option is also rewarding for AI or Human.
If AI able to sack, he may change his priority focused to gain money, also there are lot of turn wasted, just for money glory, since AI cant attack settlement right after he sack it, he need to wait another turn before he attack again. Not mention sometimes AI banding together doing raid in sacked area, or raid solo, or sit idle for couple turn. Before he moving again. Now all the problem can be avoided if the AI simply occupied the city from the first time.
Better to prevent trouble then cure it, just please be patiance, till i find the work around solution Sir Generaal![]()
Last edited by Junaidi83 de Bodemloze; March 23, 2015 at 11:16 AM.
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
Scripting perhaps. The reason why i cant enable sack, is very simple, its because i cant see which table personality will be used for specific faction, i just only need to able to locate the table that will be used for Nomadic faction,like Hun and the rest. And i will reenabled again the sack and nuke option for all culture. The AI will not used it but Human can,which is win - win solution
Now since i clearly lack of playing Attila , can you guys help me doing simple seach . Actually how many faction that Nomadic culture in Attila game itself ?
Please post the answer, including the name if you can![]()
Last edited by Junaidi83 de Bodemloze; March 23, 2015 at 11:50 AM.
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
Thanks for fixing the DL. I have another question: Does your mod touch Imperium at all? My favored mods for that are the RSG Imperium and diplomacy mod and Revised Diplomatic Effects by Augustusng. Both of those touch diplomacy. Important changes are that the RSG mod and Augustusng's mod both amplify the faction traits like 'hates rival empires', RSG makes it so that client states can't be forced through diplomacy but only conquest, Augustusng also makes Dominion and Control have an effect on diplomacy. Both reduce Imperium penalties.
Can I use these mods with your mod? Should I load BACAI last if I want to force your diplomacy but retain the mod's Imperium levels?
"I'm playing the damn bongos and the world can go to hell."
- James Dean
Hmm you may try load it above Better AI, while imperium may effect, diplomacy probably not, its not problem mod compability, but the design of better AI itself that prevent it for that happens, since Better AI have its custom independece Value, including diplomacy, which are not using vanilla table but using custom made .
So probably diplomacy in RSG will not work that because, the value that RSG used simply cant replace Better AI, since the AI already used custom value which will not be replacable, unless the RSG change the table and value name, and perhaps its may replace it, if you load its above Better AI
Sorry to bring bad news, hope its clarify everything![]()
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
Can we have another option other than Occupy? Removing sack and raze means you have to settle in the first settlement you attack, as the Barbarian hordes. From my Ostrogoth campaign:
Liberate only works in some settlements, so if you can't use it you are forced to settle. A horde that turns into a normal faction on turn 1/2 is a little bit pointless. Might as well just give them territory at the start and call it quits.
Well Sir herald you may do it yourself, just add sack option into barbarian culture in Better AI patch pack, maybe some barbarian behaviour little stranged but you got your sack back. Until i able to located which tables for Nomad faction in cai_personality tables. For now that setting will be officialy Default. If CA do me kindness and share little tips and trick, perhaps things like this may not happens today
That all i can help, good luck![]()
Last edited by Junaidi83 de Bodemloze; March 23, 2015 at 02:19 PM.
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
Err maybe yes maybe not, since when developing Better AI , its have its own independent custom personality table, which i dont think cant be replaced by other mod, unless he create the same personality name inside it, and that may possible.
Cant help much for this, just pray its work , just try it and see it yourself , hope its help Sir Zhokar![]()
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
If I add sack and raze back in will they still do them or will I need to edit another table?
Last edited by Go0lden_Archer; March 23, 2015 at 02:54 PM.
When you add sack, lets say barbaric culture, then both human and AI will able to do sack.
There is no need to edit another table , all you need to do just add the missing option
If you like fun you can also add raze without occupy too, guarantee will entertaint you![]()
Modding is like accursed wine, you try a sip and you ended empty the whole glass
Under Proud Patronage of Shankbot de Bodemloze
ok thanksAny idea how I save this patch file after the edits/additions? It's throwing "Will only save MOD and none CA movie with current settings".