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Thread: Geoffrey's Rusichi AI

  1. #1

    Default Geoffrey's Rusichi AI

    Rusichi has a passive AI and slow building cues that only provide non-militia units very late in game. These issues are fixed by this very simple AI. Download the zipped file and copy the two files in it into your data folder. This little submod is savegame compatible.


    Some mods have unusual geographic features, especially a lot of impassable terrain such as impassable forest, mountains or water obstacles that cause AI crashes when the AI tries to calculate the geographical borders of the various factions that are interrupted by such features or from intervening regions controlled by other factions. When the AI crashes, it does nothing. It may make a couple of moves before one of the factions crashes which gives the impression that the AI is active but for the most part it will do nothing when it crashes. This campaign AI removes sections of the AI that tend to get stack in these calculations. It is also more aggressive. The AI factions get no free cash but use what cash they are given by the campaign script more efficiently. On the harder difficulty levels, they also make more frequent invasions into the human player's territory. Difficulty levels are more spread out than usual, so easy is quite easy, hard is hard and very hard is significantly harder than plain hard. Choose your difficulty level wisely.

  2. #2

    Default Re: Geoffrey's Rusichi AI

    Nice!

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