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Thread: Skynet AI

  1. #141

    Default Re: Skynet AI

    Quote Originally Posted by z3n View Post
    Possibly, things may have changed within the past years. At the time everything seemed to work.

    I can tell you that crusade / jihad / horde / papacy / vassals etc. etc. are all relatively broken in their own ways when it comes to the AI. The only thing that is "somewhat" working is the normal AI. If you're not interested in roleplaying purposes of these features and would rather have a functional AI, then I suggest not using those features at all. They're basically broken.




    These are the descr_diplomacy lines of code

    <item name="offer_cede_region">
    <cost modifier="3.5"/>
    <faction_standing modifier="0.25"/>
    <global_standing modifier="0.5"/>
    </item>

    <item name="demand_cede_region">
    <cost modifier="4.5"/>
    <faction_standing modifier="0.5"/>
    <global_standing modifier="0.5"/>
    </item>





    To an extent yes, it will attack the enemies of its allies. But it will attack the settlements, I don't think any "declaration of war" will happen (that seems scripted). The AI will just attack the settlement directly.

    Here's the lines of code from the descr_diplomacy this mod uses:

    <item name="offer_cede_region">
    <cost modifier="1.1"/>
    <faction_standing modifier="0.0"/>
    <global_standing modifier="0.0"/>
    </item>

    <item name="demand_cede_region">
    <cost modifier="1.0"/>
    <faction_standing modifier="0.0"/>
    <global_standing modifier="0.0"/>
    </item>

    What does this code tell you when talking about the AI willing to give regions when asked to do so for a ceasefire?


    I guess I'll have to test the AI bitterhowl's been playing with now and see if there's a difference for the crusades and the odd wars connected to alliances.

  2. #142
    z3n's Avatar State of Mind
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    Default Re: Skynet AI

    Well as you can see the cost_modifiers in your mod are very low.

    1.1 and 1.0. Whereas the ones in the code I posted are 3.5 and 4.5 respectively. You could in fact go even higher.
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  3. #143

    Default Re: Skynet AI

    Hello Z3n,


    I would like to try this mod in the vanilla campaign, I just need to copy and paste the 9 files in the imperial_campaign folder.. ?

  4. #144
    z3n's Avatar State of Mind
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    Default Re: Skynet AI

    Anthony you finally inspired me to go and upload an updated version.


    For the Campaign AI you need to download this file
    https://drive.google.com/file/d/1H7Q...JqFLoyHI6/view

    Then paste it into the mod directory or main directory you want to install it to

    So for M2TW vanilla (assuming your files are all unpacked)


    1) Paste the folder into E:\Medieval 2 Total War Gold
    2) Agree to overwrite the files
    3) Find the descr_strat located in E:\Medieval 2 Total War Gold\data\world\maps\campaign\imperial_campaign
    4) Update factions ai_label from catholic to default and papacy to default
    5) Navigate to E:\Medieval 2 Total War Gold\data\world\maps\base and delete the map.rwm file


    The installation process should be complete by that point.

    Have fun!
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  5. #145

    Default Re: Skynet AI

    So what's updated in today's version?

  6. #146
    z3n's Avatar State of Mind
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    Default Re: Skynet AI

    A lot changed with the invasion and defensive decisions; the AI should be significantly more aggressive; especially when given additional resources to stay out of debt from a campaign script (within reason). There were some diplomatic changes as well related to peace.
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  7. #147

    Default Re: Skynet AI

    Oh nice, can't wait to try this! Thanks.

  8. #148

    Default Re: Skynet AI

    Thank you for this update Z3n ^^

    A little feedback from me :

    Papal State is very aggressive against Sicily from the 2nd or 3rd round (excomunion) in each game.
    Scotland is passive, does not try to take Inverness or Dublin in 20/30 turns

    In which file can we boost Scotland ?

  9. #149
    Jadli's Avatar The Fallen God
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    Default Re: Skynet AI

    Scotland might be in debt, not sure in which mod are you testing this. If its vanilla, there is not a debt script... so i assume just try increasing their kings purse, or implement the debt script

  10. #150

    Default Re: Skynet AI

    Hey guys this may sound very stupid but I'm wanting to just play the vanilla campaign with this mod. I have read the readme but I didn't find it entirely noob friendly given it's my first time modding a TW game. Would it be possible to literally write me a step by step from vanilla install to this mod working? I would be forever indebted.

    Cheers!

  11. #151
    z3n's Avatar State of Mind
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    Default Re: Skynet AI

    No problem!

    For vanilla installations specifically there's new instructions in the OP but I'm pasting them here for reference

    Again, this is for vanilla, not mods:
    0a) Navigate to your equivalent of C:\m2tw\tools\unpacker
    0b) Use the unpack_all.bat file (a command prompt appears and starts to execute unpacking all the files into the c:\m2tw\data directory from your c:\m2tw\packs)
    0c) Note this will take up more space on your harddrive as the data won't be packed anymore (however it enables you to mod vanilla, if you do mod vanilla, make backups of your files)
    1) Extract the folder you're reading the README in onto your desktop
    2) Copy the data folder on your desktop
    3) Navigate to your main directory (e.g. c:/M2TW)
    4) Paste the data folder into the main directory
    5) Agree to the overwrite
    6) Navigate into m2tw/data/world/maps/imperial_campaign
    7) Rename descr_strat.txt to descr_strat1.txt (this will be your new backup)
    8) Rename NEW_VANILLA_M2TW_descr_strat.txt to descr_strat.txt
    9) Play the game




    For installation with mods specifically:
    1) Extract the folder you're reading the README in onto your desktop
    2) Copy the data folder on your desktop
    3) Navigate to your mod directory (e.g. c:/M2TW/mods/EBII)
    4) Paste the data folder into the mod directory
    5) Agree to the overwrite
    Last edited by z3n; May 15, 2021 at 01:51 PM.
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  12. #152
    z3n's Avatar State of Mind
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    Default Re: Skynet AI

    Quote Originally Posted by Anthonydu33 View Post
    Thank you for this update Z3n ^^

    A little feedback from me :

    Papal State is very aggressive against Sicily from the 2nd or 3rd round (excomunion) in each game.
    Scotland is passive, does not try to take Inverness or Dublin in 20/30 turns

    In which file can we boost Scotland ?
    For boosting scotland you have two options, either increase the kings purse in descr_strat for scotland (put it to maybe 1500 or 2000 maybe) or making a new campaign script.

    The campaign script is a bit harder.


    data/world/maps/imperial_campaign/descr_strat.txt changes require you to delete map.rwm from the data/world/maps/base
    The AI Workshop Creator
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  13. #153

    Default Re: Skynet AI

    @z3n

    This is really good.
    And I mean it - I've tested many CAI's lately (MWY's, Piter's, XCAI, Ultimate CAI, XXZit's, Lusted's, Finn's, Beermug's and my custom builds) - and I must say, this is the most efficient one of these.

    - it is comparable to Piter's (aggressive, although less backstaby), but with more coherent and stable wars and diplomacy.
    - the AI is aggresive, war declarations are followed up by deeds, and ceasefires not taken lightly.
    - one behaviour I like in particular, is how AI forms alliances against other factions - it is quite evident.
    - AI tends to avoids small stacks, which is always a great feat.


    I have a question - could I have your permission to use this CAI in other mods? I could add more AI labels, but I would obviously credit you.

    Either way, thanks!

  14. #154
    z3n's Avatar State of Mind
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    Default Re: Skynet AI

    Happy to hear it. I'll add the feedback to my collection.

    I have a question - could I have your permission to use this CAI in other mods? I could add more AI labels, but I would obviously credit you.
    I'm fine with that, good luck with your endeavors!
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  15. #155

    Default Re: Skynet AI

    Thank you so much man, will give it a try over the next couple days, can't wait!

  16. #156

    Default Re: Skynet AI

    8) Rename NEW_VANILLA_M2TW_descr_strat.txt to descr_strat.txt

    What file are you referring to with NEW_VANILLA_M2TW_descr_strat.txy ?

    I don't have a file by this name?

    Thanks!

  17. #157
    z3n's Avatar State of Mind
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    Default Re: Skynet AI

    The file (NEW_VANILLA_M2TW_descr_strat.txt) is located in the SkynetAI.zip\data\world\maps\campaign\imperial_campaign directory

    Good luck, I'll be around in a few hours.
    The AI Workshop Creator
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  18. #158

    Default Re: Skynet AI

    The only file I have in that directory is the add into campaign one. Is that the file you mean? I tried renaming that to descr_strat but doesn't seem to be right...

  19. #159

    Icon14 Re: Skynet AI

    Quote Originally Posted by z3n View Post
    I'm fine with that, good luck with your endeavors!
    I appreciate it so much! And not only me, we @SSHIP are excited to utilize your CAI
    To add to my previous feedback: I've noticed there is no want_be_protect attitude, is that intended?

    And speaking of SSHIP:
    I've just adjusted the AI to Middle Ages setting (as Skynet has only 1 label - everyone behaves the same - works great with mods like EBII or DaC)
    so I added said vassalage condition, required AI labels, made interreligious alliances less likely, and catholic factions obey pope.
    https://www.mediafire.com/file/aihsp..._JLMP.zip/file

    May ask you be so kind and check if they are placed correctly?

    at the end of defend decisions
    Spoiler Alert, click show to read: 

    <!-- ====== IF WE SUCK, WANT PROTECTORATE ====== ++ -->
    <decision_entry>
    <min_entry stance="AtWar" is_neighbour="true" military_balance="0.0001" num_settlements="1"/>
    <max_entry stance="AtWar" is_neighbour="true" military_balance="0.4" num_settlements="2"/>
    <faction_attitude want_peace="true" want_be_protect="true" pts_alliance="1" continue="true"/>
    </decision_entry>
    <!-- ============================================== -->


    <!-- ========= CATHOLIC SPECIFIC ========= ++ -->
    <decision_entry>
    <min_entry target_religion="islam"/>
    <max_entry target_religion="islam"/>
    <faction_attitude pts_alliance="-2"/>
    </decision_entry>

    <decision_entry>
    <min_entry target_religion="pagan"/>
    <max_entry target_religion="pagan"/>
    <faction_attitude pts_alliance="-2"/>
    </decision_entry>

    <decision_entry>
    <min_entry target_religion="orthodox"/>
    <max_entry target_religion="orthodox"/>
    <faction_attitude pts_alliance="-1"/>
    </decision_entry>
    <!-- ===================================== ++ -->


    <!--
    Absolute Defend Decisions
    -->
    <decision_entry>
    <!--
    stance = allied * defend minimal
    -->
    <min_entry stance = "Allied"/>
    <max_entry stance = "Allied"/>
    <faction_attitude defense = "defend_minimal"/>
    </decision_entry>

    </defend_decisions>
    at the end of invasion decisions
    Spoiler Alert, click show to read: 

    <!-- ========= CATHOLIC SPECIFIC ========= ++ -->
    <decision_entry>
    <!-- DON'T ATTACK PAPAL STATES UNLESS EXCOMMUNICATED -->
    <min_entry target_faction="papal_states"/>
    <max_entry target_faction="papal_states" excommunicated="false"/>
    <faction_attitude invade="invade_none" continue="false"/>
    </decision_entry>

    <decision_entry>
    <!-- IF CEASE HOSTILITIES MISSION, DON'T ATTACK. 5% CHANCE TO DISOBEY -->
    <min_entry rand="0.05" has_ceasehostilities="true"/>
    <faction_attitude invade="invade_none" invade_priority="500" continue="false"/>
    </decision_entry>
    <!-- ===================================== ++ -->



    </invasion_decisions>

  20. #160

    Default Re: Skynet AI

    My only other thought was that you recently added that file name as I downloaded the zip file 2 weeks back?

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