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Thread: Disallowing AI from building a certain unit

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  1. #1

    Default Disallowing AI from building a certain unit

    Hello guys,

    as the title says, is there a way to hinder the AI from building a unit on the campaign map, other than by using military groupings?

    Thanks in advance

  2. #2

    Default Re: Disallowing AI from building a certain unit

    In the data/db you could go to the cdir_military_generator_unit_qualities_tables,
    and set the unit quality to a low number which would cause the AI to recruit less of
    that particular unit. If you set it very low probably would never be recruited.

    Try tinkering around with that and see how it works.

  3. #3

    Default Re: Disallowing AI from building a certain unit

    That would affect autoresults too, right? Havent been modding TW in several years, and sadly Im bad at remembering anyways.

    The idea is great though, I will try it out. Thanks alot ^^

  4. #4

    Default Re: Disallowing AI from building a certain unit

    Quote Originally Posted by Xpomul View Post
    That would affect autoresults too, right? Havent been modding TW in several years, and sadly Im bad at remembering anyways.

    The idea is great though, I will try it out. Thanks alot ^^

    I believe you are correct, but I'm not sure of the magnitude of effect.
    You could also try to change the recruitment cost to 30000 gold per instance of the unit,
    again I'm not certain if that only applies to player or AI aswell but give that a try.

  5. #5

    Default Re: Disallowing AI from building a certain unit

    I've had success by making the unit require an additional building the faction cannot produce. For example, adding a requirement to demigryph knights for a greenskin building in the settlement. Since the Empire cannot ever build this structure, it will never be able to recruit the unit that now depends on it.

  6. #6

    Default Re: Disallowing AI from building a certain unit

    hate to bump an old thread, but i would like to do this aswell. currently making a mod to give the royal altdorf gryphites allot more health and damage. bringing them inline with other races small bands of hard hitters. but alas i don't want other empire-based armies running around with them. and don't want to wait till 50+ turns in game to figure out weather my edit's worked or not. has anyone had any luck with just simply raising the recruitment cost in main_units_tables? or the unit quality in cdir_military_generator_unit_qualities_tables?

  7. #7

    Default Re: Disallowing AI from building a certain unit

    Quote Originally Posted by zuthen View Post
    hate to bump an old thread, but i would like to do this aswell. currently making a mod to give the royal altdorf gryphites allot more health and damage. bringing them inline with other races small bands of hard hitters. but alas i don't want other empire-based armies running around with them. and don't want to wait till 50+ turns in game to figure out weather my edit's worked or not. has anyone had any luck with just simply raising the recruitment cost in main_units_tables? or the unit quality in cdir_military_generator_unit_qualities_tables?
    Raising the recruitement costs won't make the ai stop recruiting them. Just delete them from the cdir_military_generator_unit_qualities table. The value in that table is based on the recruitement costs btw. So if you change the recruitement costs, the ai will try to recruite them with the same priority as before unless you adjust that number too. It shouldn't change the autoresolve results.

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