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  1. #1

    Default vh/vh to easy - increase Difficulty AI

    hi

    i am playing tatw mos and rk on vh/vh and its to easy for me, especially from turn 100+..

    can i increase the difficulty by just increasing kings purse in the descr_strats of enemys (ie: decrease my KP, increase KP enemy cultures, +-0 KP friendly cultures)?

    or are there (easy) better ways?

    thanks in advance

  2. #2

    Default Re: vh/vh to easy - increase Difficulty AI

    In what way is it to easy for you? Who have you played as?

    Ramping up the KP's won't necessarily make it harder just more boring. With more info we should be able to suggest a better way of making it more difficult.

  3. #3

    Default Re: vh/vh to easy - increase Difficulty AI

    some scripts like: mordors call, rhadur warr or sarumans force would be perfect, but for 'good' cultures!... because there arent,i thought i can make a harder game by increasing king purses of these other cultures..

  4. #4

    Default Re: vh/vh to easy - increase Difficulty AI

    i play only evil cultures like: OotMM,OoG,and isengard vh/vh (all evil pro scripts off: mordors call, east shad, sarum forc etc)...

    first 50 turns its very hard to hold start positions and expand, after the first invasions when the captials fall its easy.. also mordor and harad always dominate gondor too easy, and rohan is always the first losing culture..

    i want them (i.e. enemy cultures) to field more stacks, make pressure on evil cultures(i know because of lore evil is stronger in tatw), especially in late game turn 80+ (thats why i gave enemie cultures doubled kings purse, but it do not changed much).. and make my game in late game harder (perhaps by increasing corruption only for me)...

    any suggestions?

  5. #5

    Default Re: vh/vh to easy - increase Difficulty AI

    If you are winning the battles too easily then I would suggest increasing the morale of every enemy unit to 25 and using lock_morale on any elite units. Also you have to bare in mind that certain factions are easier and that the game is designed to be 'won' around 150/200 turns in. Isengard is a notoriously easy faction so I would avoid them.

    Increasing the King's Purse won't make it harder it will just screw up the balance of the game.

    To be honest it sounds like you expected the game to take a lot longer but it does naturally get easier after 50 or so turns because you are a human and you are infinitely better at the game than the AI. You have also come to the wrong mod if you want good nations to actively attack evil nations. The game is designed to be close to lore and very few good factions actually get the upper hand, only the Dwarves usually ever do well.

  6. #6

    Default Re: vh/vh to easy - increase Difficulty AI

    i just need a script like mordors call or eastern shadows for good cultures.... or better: just a script which spawns troops every 10 or 20 turns something like that... that would change the balance towards the favoured cultures

  7. #7

    Default Re: vh/vh to easy - increase Difficulty AI

    You'll have to create one because no such script exists I am afraid.

  8. #8
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: vh/vh to easy - increase Difficulty AI

    play the rometotalwar stile - just attack the other evil factions early on - they will probably unite against you and you don´t get the trade bonus.

  9. #9

    Default Re: vh/vh to easy - increase Difficulty AI

    Do you want to make offense or defense harder?

    Offense - copy garrison script and rage stack to every enemy village
    Defense - decrease cost,upkeep,and recruitment timer for enemy unit types

  10. #10

    Default Re: vh/vh to easy - increase Difficulty AI

    hmmmm....

    Quote Originally Posted by DrDragun View Post
    Do you want to make offense or defense harder?

    Offense - copy garrison script and rage stack to every enemy village
    Defense - decrease cost,upkeep,and recruitment timer for enemy unit types
    good idea, thanks DrDragun..

    but except for this idea, no other thoughts for an easy copy/paste script to increase power (more and better buildings, bigger armys, or a script like mordors call) of some favoured enemy cultures?


    any idea
    , thats is better than raise kings purse for selected cultures, is welcome
    Last edited by ulfi; March 27, 2015 at 07:38 AM.

  11. #11
    Påsan's Avatar Hva i helvete?
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    Default Re: vh/vh to easy - increase Difficulty AI

    I remember having a pretty hard time as Isengard in MOS.

  12. #12
    Dutch-Balrog's Avatar Domesticus
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    Default Re: vh/vh to easy - increase Difficulty AI

    A submod like MOS and DaC has the AI doing alot better in the campaign.

  13. #13
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: vh/vh to easy - increase Difficulty AI

    He's playing MOS + RK already

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
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  14. #14
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: vh/vh to easy - increase Difficulty AI

    As Arachir said, boost enemy morale.
    Increasing AI cash will just provide more stack spam. Sure, you may get drowned by foes, but as a rule they will be of no more challenge in battle than now, and constant grinding is boring.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  15. #15
    Hero of the West's Avatar Artifex
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    Default Re: vh/vh to easy - increase Difficulty AI

    It is a good idea though to give some of these scripts to the good guys. WE mainly focused on evil till now.

  16. #16

    Default Re: vh/vh to easy - increase Difficulty AI

    It would be easier to just change the CAI behavior to focus more on the player, whichever faction they are. This would make pretty much everything harder for the player without the need for craptons of copy/paste scripts with small changes. And it would be save game compatible.

    Morale bonuses can given to AI factions without changing the units stats (which isn't save game compatible if I remember correctly). You can just increase the "recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1" found in the export_descr_buildings.txt file. Just do search for "morale" and change all the entries from "bonus 1" to 4 or 6 (6 is the max I think) and all units recruited by the AI after will get the bonus.

    There are also tons of other things but I'm not going to spend an hour listing them here.

    Every campaign I have ever played on M2TW's engine gets easy and boring at turn 80-100 so it is typical. You have to recreate the base gameplay of M2TW to get around it and draw out the campaign longer. The only mod I know of that overhauls M2TW's gameplay that much is PCP so the gameplay might appeal to you if you want to keep playing for hundreds of turns.
    Last edited by alreadyded; April 04, 2015 at 08:20 PM.

  17. #17

    Default Re: vh/vh to easy - increase Difficulty AI

    thanks for answering

    the problem is, when i change morale in export_descr_buildings.txt file, it makes every ai culture better..

    so i make following changes every time i start a new game:

    - reduced kingspurse for me and same-culture-fractions by: -2000/every round
    - add kingspurse for enemie cultures by: +4000/every round
    - tripled garrison script units for OoMM, Rohan, Gondor..... doubled garrison script units of all other cultures

    - and now the most important step: i doubled replenish rate values of every unit in export_descr_buildings from all enemie cultures,
    (so i have 2 descr_building scripts, one if i play an good culture, one if i play a bad culture) (changed values in town and of course in castle too), but doubled the values ONLY in the last 3 barrack-building-steps (first of the last 3 barrack-steps costs around 4500-4800, second 6400 if i remember correctly, last step around 8600) and doubled in last 1 missle-building-step and in staple too... my question is now, are there in game recrutment-slot resctrictions for ai, that prevent incresing replenish rate? there have to be an maximum when you increase replenish rate of ai, in relation with their number of recrutment-slot, but when will it get reached?
    i think this method ensures that the ai will get this units push not until at a later date in game (around round 60++), the more big developed tows/castles the merrier units (quantity).... what you think about this method, are there better methods to push enemie-culture-ai-fractions? but i am still testing a little bit with all values, but one thing i can already say, the enemie-culture-fractions are a lot better opponents now...
    Last edited by ulfi; April 07, 2015 at 12:02 AM.

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