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  1. #1
    Kscott's Avatar New and Improved!
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    Default Kscott's Campaign AI- V.0.1

    Kscott's Campaign AI- V.0.1

    Goal:
    To create a campaign AI that is more intellegent. The AI should attack when it can win and build up when it can't. That is the core goal of this modification.

    Changes:
    -True Alliances enabled. If you maintain good relations with a faction and a good global reconition, allies will NOT betray you.
    -The Pope will be the Pope. Sit and guard Rome. No silly Pope agression
    -AI factions will go after rebels more quickly.
    -AI factions will consider TOTAL military strength more than vanilla, therefore minor powers won't make as much war with big powers.
    -AI factions will build up their armies more

    Remember this is only 0.1 so many of the changes I hope to happen may not be very profound at the moment. This may be to some of your liking. Overall this mod should feel very much akin to vanilla. Please give me feedback on how it runs so this mod can improve.

    Instilation:
    1)Download mod
    2)backup descr_campaign_ai_db
    3)Put my descr_campaign_ai_db in your data file
    4)Have fun(yes it is a requirement)
    5)Give me feedback(also a requirement )

    Credits:
    Kobal2fr for his discovery
    roastghay for his pope idea

    Download:
    LINK

    Other great mods by Kscott:
    Realistic African Coastlines
    V2 is in progress!
    Last edited by Kscott; December 19, 2006 at 09:30 PM.

    Patron of Basileous Leandros I/Grimsta/rez/ Aemilianus/Publius/ Vizigothe/Ahiga /Zhuge_Liang Under Patronage of Lord Rahl
    MY TWC HISTORY

  2. #2

    Default Re: Kscott's Campaign AI- V.0.1

    Great job, nice one for a first release!
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  3. #3
    Eudorus's Avatar Tiro
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    Default Re: Kscott's Campaign AI- V.0.1

    Sweet, Will this work with other mods? such as LTC or CoC. Anyway it doesn't mater so long as the AI is better

  4. #4
    Kscott's Avatar New and Improved!
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    Default Re: Kscott's Campaign AI- V.0.1

    Certainly should work with any mod as it is only one file.

    Patron of Basileous Leandros I/Grimsta/rez/ Aemilianus/Publius/ Vizigothe/Ahiga /Zhuge_Liang Under Patronage of Lord Rahl
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  5. #5
    Eudorus's Avatar Tiro
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    Default Re: Kscott's Campaign AI- V.0.1

    AWSOME!! thanks for the quick reply

  6. #6

    Default Re: Kscott's Campaign AI- V.0.1

    Good work Kscott.



  7. #7

    Default Re: Kscott's Campaign AI- V.0.1

    anyone try this yet? Give us some feedback

  8. #8
    GrandViZ's Avatar Domesticus
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    Default Re: Kscott's Campaign AI- V.0.1

    Well, from looking into it, this is pretty much the Vanilla AI with little changes to some frontline balance values and the pope AI totally passive.

    However following change will make the AI invade in bad circumstances with inferior forces regardless from the overall military balance!

    <decision_entry>
    <!-- if we're at war && we're superior on the frontline && we outproduce him, then >>> invade buildup -->

    <min_entry stance="AtWar" frontline_balance="0.5"
    <faction_attitude invade="invade_buildup" invade_priority="650"/>
    production_balance="1.0"/> </decision_entry>
    Furthermore if you disable the pope make it right, and don't give him the opportunity for forced invasion!

    <invasion_decisions>
    <decision_entry>
    <!-- pope disabled -->
    <faction_attitude can_force_invade="false"/>
    </decision_entry>
    </invasion_decisions>
    Regards
    GrandViZ
    Last edited by GrandViZ; December 20, 2006 at 10:01 AM.
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  9. #9
    Kscott's Avatar New and Improved!
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    Default Re: Kscott's Campaign AI- V.0.1

    Well, from looking into it, this is pretty much the Vanilla AI with little changes to some frontline balance values and the pope AI totally passive.
    Essentially yes, however also has true alliances and other values were changed as said in the change log. But yes, the changes are minimal. My philosphy is minimal changes for maximal output.

    However following change will make the AI invade in bad circumstances with inferior forces regardless from the overall military balance!
    hmmm. I may have made a mistake there, but my reasoning was simple. When at war with the AI I hardly ever see them actually attack me. Therefore in wartime I want a very agressive AI. I wasnt sure if it would pan out good results, so Im eager for feedback.

    Furthermore if you disable the pope make it right, and don't give him the opportunity for forced invasion!
    He won't invade. I just copied the slave code. 100% military defensive.

    1> Will this work in conjunction with another AI mod? Like Italianos (the one I use)?
    It will work as it will merely overwrite their file, so the feeling of that mod will be changed. But certainly will work.

    2> Your African coastline mod, will it work with saved games?
    Im afraid not.
    Last edited by Kscott; December 20, 2006 at 04:13 PM.

    Patron of Basileous Leandros I/Grimsta/rez/ Aemilianus/Publius/ Vizigothe/Ahiga /Zhuge_Liang Under Patronage of Lord Rahl
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  10. #10
    Kscott's Avatar New and Improved!
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    Default Re: Kscott's Campaign AI- V.0.1

    I have fortunatly had time to do alot more testing and found several things to improve for the next release.

    -AI factions will be much more aggressive
    -AI factions will garrison towns more
    -AI factions will expand faster
    -Trusted Alliances will be hader to get, but once had backstabbing truly is a forgotten issue
    -Religous wars will be more common

    Patron of Basileous Leandros I/Grimsta/rez/ Aemilianus/Publius/ Vizigothe/Ahiga /Zhuge_Liang Under Patronage of Lord Rahl
    MY TWC HISTORY

  11. #11

    Default Re: Kscott's Campaign AI- V.0.1

    Quote Originally Posted by Kscott View Post
    He won't invade. I just copied the slave code. 100% military defensive.
    Actually..

    I had the modified Shaba Wangy's file in my game. I had replaced the Papal code with the slave code and got excommunicated as Sicily by Pope attacking my border fort.

    I assume he actually got the force_invade from the hard code. Haven't seen similar results with the slight modification GrandViz recommended on Papal States.

  12. #12

    Default Re: Kscott's Campaign AI- V.0.1

    How does this rate with Shaby Wangy. Not to start a rediculous comparison discussion. Just would like some assistance in choosing. Since both mods deploy a new descr_campaign_ai_db.txt file.

    I like logic. Anything that makes the best sense goes into my game. Kscott has some good solid ideas. The goal should of course be a challenging and highly immersive gameworld

    And i'll recognize the fact that many people have different tastes. So it's a buffet here full of choices actually.

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  13. #13
    Eudorus's Avatar Tiro
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    Default Re: Kscott's Campaign AI- V.0.1

    anyone try this yet? Give us some feedback
    playing for about 5hrs and I got to say... Very good work , the AI is much better. Its alot harder to get alliances (i found) but when you do they hold realy well. france even came over to help me take on the pope!!! I was playing as Sicily and just had enough of the pope telling me to stop fighting with HRE.... So I "took care of him" with the aid of france. Ive been allied with them for a good 35-40yrs, Spain almost 80yrs. So I gotta say WOW it works (lol)
    However changes like these will make the AI invade in bad circumstances with inferior forces regardless from the overall military balance!
    HOW WRONG YOU ARE. Ive had a hell of a time. if it wasnt for spain and france I would have been SCREWED! many a time. (playing on VH/VH)
    How does this rate with Shaby Wangy. Not to start a rediculous comparison discussion. Just would like some assistance in choosing. Since both mods deploy a new descr_campaign_ai_db.txt file.
    They are both VERY GOOD it would be hard to say IF one is better than the other as they both have great things to offer. Its more a personal choice I think, I like this one better but you may not.

    EDIT
    as General Sun said it is the first release... Its only gunna get better
    Last edited by Eudorus; December 20, 2006 at 04:58 AM.

  14. #14
    GrandViZ's Avatar Domesticus
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    Default Re: Kscott's Campaign AI- V.0.1

    Quote Originally Posted by Eudorus View Post
    HOW WRONG YOU ARE. Ive had a hell of a time.
    Well, the rule i quoted is a weakness, because a min threashold of 0.5 will trigger the AI to attack with inferior forces, IF other rules do not override!

    I was not talking about the overall performance.

    Regards
    Mesut
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  15. #15

    Default Re: Kscott's Campaign AI- V.0.1

    Two questions about two mods you have made.

    1> Will this work in conjunction with another AI mod? Like Italianos (the one I use)?

    2> Your African coastline mod, will it work with saved games?

    Thanks! Keep up the good work.
    -Voice of the Celtic warriors in EB 1 and writer of the original tutorial on sound and music editing for RTW.

  16. #16
    The Border Reiver's Avatar Artifex
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    Default Re: Kscott's Campaign AI- V.0.1

    Good Job Kscott.

    I've downloaded and will start trying this now for you and report back

  17. #17

    Default Re: Kscott's Campaign AI- V.0.1

    1> Will this work in conjunction with another AI mod? Like Italianos (the one I use)?

    Won't work with mine or any other campaign AI mod since they use the same file (descr_campaign_ai_db).

    Lots of competition, better work on my file

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