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  1. #1

    Default [Submod] Alternative Battles

    This is a collection of various battle/war-related modifications I have made to EB II so far. I created this submod for pure entertainment and there is no connection with history or realism in it. It is not an improvement over existing battles/wars, but rather an alternative for people who want a different experience, or perhaps wish to try something new before new EB II version comes out.
    I can't say it makes battles faster or better, they are just different. It does make certain fights between units much faster, but fights between elites or cavalry units seem longer. I would say that technically it makes battles longer as cavalry is engaged with other cavalry units longer so they cannot flank the main body of an army and general lives longer so AI army won't run so quick. I think it makes battles a bit longer and fights a bit faster. However, it largely depends on difficulty, factions, units, and situations.

    1 Changes :

    Battle

    There was a significant change here, I felt that elite/ranged troops aren't really worth using and it is much wiser to pay more levies or skirmish cavalry, surround enemy army and rout them so performance of elites and ranged units were boosted significantly (not in personal stats, but in a way how battles are fought).

    - Higher chances for successful melee and ranged attacks + one more hit-point. Most of hits in battle will count so if superior units get into a fight with inferior, it will be more visible. There is also a much larger difference between the performance of fresh/exhausted or rookie/veteran unit so fresh reserves play a larger role to save lives units.

    - Fixed running back and forth behavior for ranged units in most cases.

    - Ranged units will cause large damage (they have same attack values as before but much more projectiles will be considered as successful and have potential to hurt unit). They often don't score very high kill ratio, but their purpose is to weaken enemies before fight (I see removing first hit-point here as soldier or horse was injured or shield was damaged. Soldier still can fight but he will be in a disadvantage in next encounter)

    - Cavalry charge: stronger for strong units, but they need to run much longer distance to receive charge bonus so it is quality over quality change.

    - Various changes to battle config, battle ai, and battle scripts for defensive AI behavior in defensive battles (works only without time limit for battles) and leave hard work to player + some changes to keep AI general behind army to counter attacks from flanks and rear.

    - Unit morale was slightly boosted for AI units in some cases (by changing their behavior).

    - Attack, defense, morale values of all units unchanged.

    - Sieges: Priority for wall/ street fighting, less for plaza fighting. Lowered victory conditions for capturing plaza from 20 minutes with 10/1 attack force to 5 minutes with attack 4/1 force.

    Campaign

    - Fixes to diplomacy stances against the player and AI relations between AI factions as mentioned here (With higher thresholds to jump between warlike/peacefull stances). AI will keep good relations with the player if there are good relations and they are receiving gifts and attack player less, but as AI factions can make peace with other AI factions now, they will wage wars against player often and with larger forces.

    - More booty from sacking settlements doubled bonus if citizens are taken into slavery.

    - Some changes to AI attack decisions to prevent them starting battles they will likely loose and to advance faster at the start.

    - AI sallies before the food runs out mostly disabled, as siege causalities are low but paying for a siege is expensive. They will sally only if they will most likely win.

    - Some changes to auto-balance

    Formations (only decr_formations.txt and decr_formations_ai.txt are required for changes)

    - New field formation, symmetric so armies will crash into each other at center. Units arranged in two infantry lines , skirmish line and archer line. Cavalry on flanks, if there is only one cavalry unit in army, it will be behind army for support role.

    - New siege formation with units closer to each other and siege engines spread out.

    - Rearranged some custom battle groups so skirmishers will be in row with archers.

    Banners (only decr_banner_new.xml is required for changes)

    - Much smaller banners to look more as real flags and less as UI elements. Somewhere between having them enabled/disabled.

    - Banners will not "bounce" , only wave in wind.


    - Some other changes I forgot over time.

    2 Install:

    Works only on EB II 2.3 and it is not save game compatible. Formations and Banners don't require battle/campaign modifications to work and they are save game compatible.

    - backup original files
    - copy submod files from here
    - If you use submod Agents Revived install compatibility patch after both submods are installed
    - run a new campaign and wait until new map.rwm will be generated (idk if it is required but better safe than sorry)
    - play


    3 Recommended settings:

    Hard CAI : Standard EB setting. You may also consider VH, I fixed problem with AI sally from settlements so conquest should be at least as hard as on Hard CAI now. Fragmentation of AI armies on VH should be also smaller as they play wars more defensively (but idk, it happens also on H CAI and it largely depens on objectives of AI).

    Hard BAI : Medium has efficiency of AI/player units penalized/boosted too much + AI plays 99% battles without general, weak general, or dead general, while I have exceptional generals most of the campaign so it is far from balanced. You may also consider VH if you are looking for more entertaining battles, but sieges will be exhausting (and I'm definitely not talking about AI units).

    No battle limit. In timed battles, AI will always attack, which grants easier victories with fewer causalities as against defending army.

    Spoiler Alert, click show to read: 


    Default formation



    Siege Formation



    Small banners



    Most of soldiers fight injured



    Elites cutting through levy units



    BOOTY !!!!!



    Combat efficiency



    Last edited by YourMadDoc; March 20, 2018 at 05:17 PM.

  2. #2

    Default Re: [Submod] Alternative Battles

    I'm very interested in the impact your changes have had on the balance of combat and the reaction of the AI. Some of the things you've done are contrary to our goals (nothing wrong with that!), but others have elements I'd like to explore if you don't mind.

    Quote Originally Posted by YourMadDoc View Post
    Battle

    There was a significant change here, I felt that elite/ranged troops aren't really worth using and it is much wiser to pay more levies or skirmish cavalry, surround enemy army and rout them so performance of elites and ranged units were boosted significantly (not in personal stats, but in a way how battles are fought).

    - Higher chances for successful melee and ranged attacks + one more hit-point. Most of hits in battle will count so if superior units get into a fight with inferior, it will be more visible. There is also a much larger difference between the performance of fresh/exhausted or rookie/veteran unit so fresh reserves play a larger role to save lives units.

    - Fixed running back and forth behavior for ranged units in most cases.

    - Ranged units will cause large damage (they have same attack values as before but much more projectiles will be considered as successful and have potential to hurt unit). They often don't score very high kill ratio, but their purpose is to weaken enemies before fight (I see removing first hit-point here as soldier or horse was injured or shield was damaged. Soldier still can fight but he will be in a disadvantage in next encounter)

    - Cavalry charge: stronger for strong units, but they need to run much longer distance to receive charge bonus so it is quality over quality change.

    - Various changes to battle config, battle ai, and battle scripts for defensive AI behavior in defensive battles (works only without time limit for battles) and leave hard work to player + some changes to keep AI general behind army to counter attacks from flanks and rear.

    - Unit morale was slightly boosted for AI units in some cases (by changing their behavior).

    - Attack, defense, morale values of all units unchanged.

    - Sieges: Priority for wall/ street fighting, less for plaza fighting. Lowered victory conditions for capturing plaza from 20 minutes with 10/1 attack force to 5 minutes with attack 4/1 force.
    What did you do to change missile unit movement? Has it had an impact on the volume of fire coming from missile units (ie do they spend more time sat still and shooting, rather than running around)?

    How has the AI cavalry use reacted to needing a longer charge distance? How much longer is it?

    How did you boost the AI morale by changing their behaviour?

    How did you change the siege priority away from the plaza? That sounds like a very positive change, nothing more annoying than sieges turning into a grinding slog in the centre where the enemy never routs. What outcomes have you observed as a result of the change?

    Quote Originally Posted by YourMadDoc View Post
    Campaign

    - Fixes to diplomacy stances against the player and AI relations between AI factions as mentioned here (With higher thresholds to jump between warlike/peacefull stances). AI will keep good relations with the player if there are good relations and they are receiving gifts and attack player less, but as AI factions can make peace with other AI factions now, they will wage wars against player often and with larger forces.

    - More booty from sacking settlements doubled bonus if citizens are taken into slavery.

    - Some changes to AI attack decisions to prevent them starting battles they will likely loose and to advance faster at the start.

    - AI sallies before the food runs out mostly disabled, as siege causalities are low but paying for a siege is expensive. They will sally only if they will most likely win.

    - Some changes to auto-balance
    Have the changes from that thread made a noticeable difference to diplomacy compared to base 2.3? I haven't really had much feedback on that so far.

    What is fragmentation of forces like (as in how often is the CAI sending small stacks in the same direction rather than consolidating them into big ones first)?

    What did you do to the auto-balance?

    Quote Originally Posted by YourMadDoc View Post
    Formations (only decr_formations.txt and decr_formations_ai.txt are required for changes)

    - New field formation, symmetric so armies will crash into each other at center. Units arranged in two infantry lines , skirmish line and archer line. Cavalry on flanks, if there is only one cavalry unit in army, it will be behind army for support role.

    - New siege formation with units closer to each other and siege engines spread out.

    - Rearranged some custom battle groups so skirmishers will be in row with archers.
    We didn't have a lot of luck with editing the formations file - it crashes very often. We also found it of limited impact, since no matter what formation you give them, once the battle starts the BAI takes over and moves everything around anyway. Did they stay where you put them more often with your formations?

  3. #3

    Default Re: [Submod] Alternative Battles

    I have made some changes very long time , some of dating back to october of last year, so I might remember it incorrectly, but I will answer as I can.

    Quote Originally Posted by QuintusSertorius View Post
    What did you do to change missile unit movement? Has it had an impact on the volume of fire coming from missile units (ie do they spend more time sat still and shooting, rather than running around)?
    AI will try to shoot units from best position, but as missile-target-accuracy in battle config is very low, it will move units closer to hit more units (often to skirmish range and start running back and then move to best position and so on). I raised accuracy significantly (to 0.66) but AI will still place them 2/3 of max range. I can not raise accuracy to 1 because attack values are very high, but most of the running is gone.

    + they will ignore targets out of their reach + smaller skirmish range + larger reaction time before being intercepted + much smaller retreat time.

    Quote Originally Posted by QuintusSertorius View Post
    How has the AI cavalry use reacted to needing a longer charge distance? How much longer is it?
    AI dont react on this, it has already using it from long distance. It was made to cripple player (or at least me) from overusing it.

    I disabled <unformed-charge> in battle_config for cavalry. Cavalry received this bonus when they started to run so I set it to 0 and now they must first get proper formation to receive bonus or else they only bump into the enemy and do a normal attack. If they are standing prepared to charge ahead, they will receive relatively shortly , but if they are disorganized it will take a very long distance. I'm terrible at guessing distance but I would say 150 m for a disorganized charge while before it was maybe 50.

    also distance multiplier was lowered significantly from 7.5, but melee-hit-rate is 4 times higher (so less damage, but more melee hits will be accounted for) = heavy cavalry will have devastating charge and skirmish cavalry will have maybe even poorer performance as before charge:

    Quote Originally Posted by QuintusSertorius View Post
    How did you boost the AI morale by changing their behaviour?
    AI units count how much are they in danger (causalities, flanked, attacked, overwhelmed , under missle attack etc), once their threat level hit retreat limit, they will retreat to retreat point (calavry will have it 1.5x further away). But morale AI units is so low and AI generals are so bad, units will round in moment they will try for a tactical retreat and break all units around. It was a disadvantage for AI, just additional way how to rout enemy nothing more so I set counters to 9999.

    This is vanilla example of their behaviour setting for retreat :
    Code:
    <retreat-analyser>            <retreat-counter>
                    <easy>200</easy>
                    <medium>150</medium>
                    <hard>100</hard>
                    <very_hard>100</very_hard>
                </retreat-counter>
                <retreat-point>
                    <default>
                        <distance>40</distance>
                    </default>
                    <cavalry>
                        <multiplier>1.5</multiplier>
                    </cavalry>
                </retreat-point>
            </retreat-analyser>
    Quote Originally Posted by QuintusSertorius View Post
    How did you change the siege priority away from the plaza? That sounds like a very positive change, nothing more annoying than sieges turning into a grinding slog in the centre where the enemy never routs. What outcomes have you observed as a result of the change?
    It is more an observation of effects of other changes on siege battle. Most of the units will be simply killed or injured during fights on walls, at gate and in street. Less plaza fighting is because player needs to outnumber AI 1:4 not 1:10 and hold this advantage for 5 minutes not 20.

    However in case it was not enough, siege battle run during several stages :
    - repel attackers
    - defend perimeter
    - defend street
    - fall back to plaza

    I'm not sure if I made some changes to it, or what I did there and code is too long to check , but it is configurable how AI should move to another stage in config_ai_battle.


    Quote Originally Posted by QuintusSertorius View Post
    Have the changes from that thread made a noticeable difference to diplomacy compared to base 2.3? I haven't really had much feedback on that so far.
    First : I have added one point to WarWeariness limit and reduced chances to turn back from peacefull to warlike to 1/15 for more stable enviroment so I will give feedback on that. But effect is really huge. Before factions were fighting with every neighbour with few armies and sending remaining tiny armies against player from time to time. Now if they make peace with some factions and turn everything against remaining opponents , well its rough. I played as Rome, allied with gaul (I never know which one is which, the green one ) , he conquered another gaul, sweboz and boii and they betrayed me and invaded me with three full stacks and some smaller forces in the first two turns and I had nothing there.

    Most of map looks same as before, it has a chain of events from time to time which change whole regions in relatively short time.

    EDIT : Ahh dammit, I wanted to brag with map of my conquest and AI development, but I just realized that campaign is no longer compatible with new changes I made. I should read warnings I wrote.

    Quote Originally Posted by QuintusSertorius View Post
    What is fragmentation of forces like (as in how often is the CAI sending small stacks in the same direction rather than consolidating them into big ones first)?
    I raised power required for attack slightly so AI waits in/ near settlements slightly longer and thus reinforcements are fragmented less.Slightly.


    Quote Originally Posted by QuintusSertorius View Post
    What did you do to the auto-balance?
    I changed lopsided values for autobalance, I read somewhere on forum - and it seems correct, that first value reduces causalities after attacker have x more power and second value add attack after attacker have x more power. Reduced causalities bonus was removed, but attack bonus requires only 1.2 advantage (It was 1.5, or 2. I dont remember)
    <lopsided_thresh float = "9999"/>
    <lopsided_hn_mod float = "1.2"/>


    Quote Originally Posted by QuintusSertorius View Post
    We didn't have a lot of luck with editing the formations file - it crashes very often.
    Yeah, it does crash with smaller typos or error. If the value is set wrong, something line is missing, blocks are numbered incorrectly, some number was skipped, blocks pointing on undefined blocks and the list go on. The worst thing is there is that most no feedback what is wrong. Or there can be units without assigned slots. For example, if archers and siege engine are placed only into one block with max units 6, but there will be an army with 7 of those units, it will crash. Every formation should have a "catcher" block to prevent this crash with low priority and unlimited units of any type (or at least 20 slots for every type of unit).

    Code:
            begin_block 15    unit_type               any      0.1
            unit_density            close
        max_unit_width            25
            block_formation         line
            block_relative_pos      12 0.0 -5.0
            inter_unit_spacing      3.0
            priority                0.01
            end_block
    Quote Originally Posted by QuintusSertorius View Post
    We also found it of limited impact, since no matter what formation you give them, once the battle starts the BAI takes over and moves everything around anyway. Did they stay where you put them more often with your formations?
    Now armies are facing each other directly so they pretty much attack unit before them. I wish I could, but I was not able to prevent the second line from attacking right away without affecting the first line and I'm not sure if it is possible.

    However, there is a way how to force AI to keep formation them through engage distance in config_ai_battle. It is used primarily before a battle, units will get an order where to go and they will go there until some enemy unit enters their engage range. If there is none there, they will wait there until they receive a new objective. If it is set too low enemies will hold perfect formation until next objective, but they will not counterattack, set it too high and units will pick a target from the whole army with the highest priority (often same one). I reduced this value 4x times for infantry so they keep fighting around their original post and raised it for 1/4 for cavalry units.

    I used this to keep AI general behind a little longer by setting his engage value very low and it was also interesting to set it very low for cavalry. They came close, shoot javelins and then returned to their post, after some time, when I was fully engaged in line fighting, because they prevented me from flanking they returned and attacked me with both sides (I have no idea what triggered it) after my units were exhausted and without javelins, which was extremely smart move, but I have also very bad experiences with it. I might revive this experiment for the future version.

    Another thing preventing AI from holding formation are battle scripts with objective ATTACK_ALL. I have disabled some of them or pushed other to trigger later but AI is very "visible" if they are not smashed into player's units so I kept most of the scripts working.
    Scripts with forced attack are one thing I'm not sure if I want to play with or without. I played without it and sometimes AI played very smart, most notably general has his own head when he is not forced to attack, running behind the line, pushing breaches, charging into chasers and fighting on flanks and he even leave battlefield with cavalry and skirmishers if line is completely broken or things are too grim. I had to fight same Arevaci heir in four huge battles during my conquest of Hispania as Rome and it was most memorable part of the campaign because of this. But then AI had a bad day and don't move at all ... or move all the time... I ignored this behavior as if I fight against good and bad generals, but idk. There is a lot of good and bad things in it.

    I hope it helps.
    Last edited by YourMadDoc; March 21, 2018 at 08:26 AM.

  4. #4

    Default Re: [Submod] Alternative Battles

    Is it possible to have this submod with only the campaign changes?

  5. #5

    Default Re: [Submod] Alternative Battles

    Quote Originally Posted by Guils View Post
    Is it possible to have this submod with only the campaign changes?
    Mostly main groups can be applied separately. Copy

    "world" folder "decr_faction_standing.txt" and "decr_campaign_db.xml" file for campaign changes (incompatible, new game required). However, this will also disable few battle scripts with forced attackall command.If you want them back, replace whole "battle scripts" section from original "decr_campaign_db.xml" file.
    "descr_banners_new.xml for banner changes
    "decr_formation.txt" and "decr_formation_ai.txt" files for formations
    "export_descr_unit.txt" for +1 hp for units (incompatible, new game required)
    and battle xmls for battle changes
    Last edited by YourMadDoc; October 05, 2018 at 01:27 PM.

  6. #6

    Default Re: [Submod] Alternative Battles

    Quote Originally Posted by YourMadDoc View Post
    Mostly main groups can be applied separately. Copy

    "world" folder "decr_faction_standing.txt" and "decr_campaign_db.xml" file for campaign changes (incompatible, new game required). However, this will also disable few battle scripts with forced attackall command.If you want them back, replace whole "battle scripts" section from original "decr_campaign_db.xml" file.
    "descr_banners_new.xml for banner changes
    "decr_formation.txt" and "decr_formation_ai.txt" files for formations
    "export_descr_unit.txt" for +1 hp for units (incompatible, new game required)
    and battle xmls for battle changes
    Hi, just a little feedback regarding this submod - and then a little question.

    Overall I like many of the changes. The AI advances as a unit, keeping its formation for the most part. The AI generals do a good job of screening against flanking/rear attacks - and obviously don't commit themselves early into the battle. Getting a charge right can be devastating, but it really does require some planning..and you can't afford to just run your cavalry back and forth.

    As I've been playing as Macedon and almost all of my battles have been against the KH I've not really seen how the AI uses cavalry so can't comment on that.

    My one complaint would be...the changes to morale. Some battles just become an endless slog, with certain units holding out with virtually no men(but still, seemingly, convinced victory must be their's), despite that the rest of their army has either died or left the field.

    Is there an easy way to revert the morale settings, or will it be a case of amending each one?

  7. #7

    Default Re: [Submod] Alternative Battles

    Quote Originally Posted by ramsesii View Post
    Why is EDU not savegame compatible? Its Always the easiest to change midcampaign, as long you dont remove units.
    It seems EDU is also sensitive on hitpoint value and the game crashed when I tried to apply the change in midcampaign.

    Quote Originally Posted by Cassibellane View Post
    Hi, just a little feedback regarding this submod - and then a little question.

    Overall I like many of the changes. The AI advances as a unit, keeping its formation for the most part. The AI generals do a good job of screening against flanking/rear attacks - and obviously don't commit themselves early into the battle. Getting a charge right can be devastating, but it really does require some planning..and you can't afford to just run your cavalry back and forth.

    As I've been playing as Macedon and almost all of my battles have been against the KH I've not really seen how the AI uses cavalry so can't comment on that.

    My one complaint would be...the changes to morale. Some battles just become an endless slog, with certain units holding out with virtually no men(but still, seemingly, convinced victory must be their's), despite that the rest of their army has either died or left the field.

    Is there an easy way to revert the morale settings, or will it be a case of amending each one?
    Some greek units are with top morale in EB2 I believe +with the submod units with good equipment are harder to kill compared to other units so it makes it more obvious. Ranged weapons have their chance for successful hit also boosted so volley from skirmishers from behind should be much more effective against them now.

    Stats of units are unchanged, except mentioned additional hitpoint. The only change affecting morale is AI retreat if I remember correctly. You can replace <retreat-analyser> section in battle_ai with orignal.

  8. #8

    Default Re: [Submod] Alternative Battles

    Quote Originally Posted by YourMadDoc View Post
    It seems EDU is also sensitive on hitpoint value and the game crashed when I tried to apply the change in midcampaign.



    Some greek units are with top morale in EB2 I believe +with the submod units with good equipment are harder to kill compared to other units so it makes it more obvious. Ranged weapons have their chance for successful hit also boosted so volley from skirmishers from behind should be much more effective against them now.

    Stats of units are unchanged, except mentioned additional hitpoint. The only change affecting morale is AI retreat if I remember correctly. You can replace <retreat-analyser> section in battle_ai with orignal.
    Cheers, I figured out the <retreat-analyser> fix, so now when they do start routing(retreating?) there is something of a domino effect (which seemed not to be the case with the modded <retreat-analyser>.

    Those Greek units really are a tough nut to crack now though. Just to say that even the enemy reinforcements came at me in formation.

    The effects of cancelling ATTACK_ALL sounds quite interesting as well. Do you know which ones you cancelled, and can it be specific to types of units (for example, cavalry)? In my last battle the AI, for the most part, made my life very difficult, flanking me with skirmishing units (though I don't know how much of that was down to how the two armies approached my line - one came at me from an oblique angle) but they had one unit of hippeis...which just charged into the front of one of my phalanxes...(sigh).

  9. #9

    Default Re: [Submod] Alternative Battles

    Why is EDU not savegame compatible? Its Always the easiest to change midcampaign, as long you dont remove units.
    Living in the Netherland but am a Frisian the noblest of Germans. NOW playing SAI Julian campaign, http://www.unihorn.nl
    Violence is the last refuge of the incompetent, Isaac Asimov
    F@ck de massa, grijp de Kassa, Bas Hoorn 2009

  10. #10
    Laetus
    Join Date
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    Poland
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    Default Re: [Submod] Alternative Battles

    Is there possibility to install only some of your change?
    I don't want to change units stats like cavalry charge or missile attack but rest sounds very nicely especially this part about enemies army fragmentation. I
    t is very annoing when they attack you with only two units turn by turn.

  11. #11

    Default Re: [Submod] Alternative Battles

    Hi, thanks for the submod.

    Does it work with the latest version? EB 2.35?

    Also are you going to update?

  12. #12

    Default Re: [Submod] Alternative Battles

    iirc some aspects have been integrated into 2.35 by the EB team?

  13. #13
    Domaje's Avatar Civis
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    Default Re: [Submod] Alternative Battles

    Apart from the reworked and functioning diplomacy, I don't think so.

    Anyway some of this submod is compatible with 2.35 I believe : the descr_formations.txt, desc_formations_ai.txt, and descr_banners_new.xml for banner changes.

    It won't change too much the battles, but you'll enjoy armies formation as shown in post #1.

  14. #14

    Default Re: [Submod] Alternative Battles

    Any chance this submod will be updated for 2.35? I enjoyed it a lot

  15. #15

    Default Re: [Submod] Alternative Battles

    Waiting patiently too.

  16. #16

    Default Re: [Submod] Alternative Battles

    We're discussing adoption of the smaller banners at the moment.

  17. #17

    Default Re: [Submod] Alternative Battles

    I have always really liked the formations in this, prefer them to normal.

  18. #18
    Domaje's Avatar Civis
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    Default Re: [Submod] Alternative Battles

    Hello, I tweaked my game using this submod but I would like to revert to the original CAI. Could someone post an unmodified descr_campaign_db.xml file please ?
    Copy-paste its content using the code tags would also do the trick.

  19. #19

    Default Re: [Submod] Alternative Battles

    Code:
    <?xml version="1.0"?>
    <root>
       <recruitment>
          <recruitment_slots uint="1"/>
          <retraining_slots uint="0.9"/>
          <deplenish_pools_with_caps bool="false"/>
          <clear_pools_with_caps bool="false"/>
          <add_initial_with_caps bool="true"/>
          <add_disband_no_caps bool="true"/>
          <force_clamp_to_max bool="false"/>
          <deplenish_multiplier float="0.9"/>
          <deplenish_offset float="-0.2"/>
          <percentage_pool_reduction_lost uint="25"/>
          <percentage_pool_reduction_occupy uint="25"/>
          <percentage_pool_reduction_sack uint="75"/>
          <percentage_pool_reduction_exterminate uint="100"/>
          <max_agents_per_turn uint="1"/>
       </recruitment>
       <religion>
          <max_witches_per_region uint="0"/>
          <max_witches uint="0"/>
          <max_heretics_per_region uint="0"/>
          <max_heretics uint="0"/>
          <max_heretics_conversion_modifier float="0.0"/>
          <max_inquisitors_per_region uint="0"/>
          <max_inquisitors uint="0"/>
          <heretic_conversion_rate_modifier float="0.0000"/>
          <heretic_conversion_rate_offset float="0.000"/>
          <witch_conversion_rate_modifier float="0.0"/>
          <witch_conversion_rate_offset float="0.00"/>
          <inquisitor_conversion_rate_modifier float="0.000"/>
          <inquisitor_conversion_rate_offset float="0.00"/>
          <priest_conversion_rate_modifier float="0.000"/>
          <priest_conversion_rate_offset float="0.000"/>
          <witch_creation_modifier float="0.0"/>
          <heretic_creation_modifier float="0.0"/>
          <inquisitor_creation_modifier float="0.0"/>
          <min_cardinal_piety uint="0"/>
          <convert_to_heretic_base_modifier float="0.0"/>
          <convert_to_heretic_unorthodox_modifier float="0.0"/>
          <inquisitor_turn_start uint="0"/>
          <inquisitor_target_crusades bool="false"/>
    	  <founding_conversion_default_rate float="0.0002"/>
          <neighbour_normalise_weight float="0.00015"/>
          <governor_conversion_rate_offset float="0.0004"/>
          <governor_conversion_rate_modifier float="0.0004"/>
          <spy_conversion_rate_offset float="0.000"/>
          <spy_conversion_rate_modifier float="0.000"/>
          <owner_conversion_default_rate float="0.0002"/>
          <spy_conversion_rate_foreign_modifier float="0.0"/>
       </religion>
       <bribery>
          <bribe_to_family_tree bool="false"/>
          <base_character_chance float="0.4"/>
          <religion_modifier float="0.66"/>
          <combined_attribute_modifier float="0.2"/>
          <briber_attribute_divisor float="3.0"/>
          <bribee_attribute_divisor float="3.0"/>
          <army_size_modifier float="0.035"/>
          <base_settlement_chance float="0.8"/>
          <settlement_loyalty_modifier float="0.01"/>
          <settlement_population_modifier float="0.0001"/>
          <faction_standing_divisor float="10.0"/>
          <max_bribe_chance float="100.0"/>
          <min_bribe_chance float="1.0"/>
          <bribe_chance_modifier float="1.0"/>
       </bribery>
       <family_tree>
          <max_age uint="95"/>
          <max_age_for_marriage_for_male uint="50"/>
          <max_age_for_marriage_for_female uint="40"/>
          <max_age_before_death uint="105"/>
          <max_age_of_child uint="10"/>
          <old_age uint="71"/>
          <age_of_manhood uint = "16"/>
          <daughters_age_of_consent uint = "14"/>
          <daughters_retirement_age uint = "40"/>
          <age_difference_min int = "7"/>
          <age_difference_max int = "15"/>
          <parent_to_child_min_age_diff uint = "12"/>
          <min_adoption_age uint = "16"/>
          <max_adoption_age uint = "40"/>
          <max_age_for_conception uint = "40"/>
          <age_of_manhood_close uint = "14"/>
          <max_number_of_children uint = "4"/>
       </family_tree>
       <diplomacy>
          <max_diplomacy_items uint="8"/>
          <enemies_reject_gifts bool="false"/>
          <use_balance_owed bool="false"/>
       </diplomacy>
       <missions>
          <null_mission_score float="25.0"/>
       </missions>
       <display>
          <character_selection_radius float="0.3"/>
          <character_selection_height float="1.3"/>
          <character_selection_height_crouching float="1.0"/>
          <diplomacy_scroll_height uint="768"/>
          <recruitment_sort_simple bool="false"/>
          <faction_standing_min float="-1.0"/>
          <faction_standing_max float="1.0"/>
          <use_orig_rebel_faction_models bool="true"/>
          <keep_original_heretic_portraits bool="false"/>
          <alt_sett_order_colours bool="false"/>
          <show_slave_religion bool="false"/>			<!-- Hide slave religion from enemy settlement scrolls. Use remapped faction for slaves own settlement details scroll. -->
          <enable_radar_zoom bool="true"/>
          <hud_tab_text_vert_offset uint="18"/>			<!-- vertical text offset for campaign hud tabs -->
          <show_building_browser_castles bool="true"/>		<!-- are castles shown in the building browser -->
          <separate_games_races bool="true"/>			<!-- use separate games and races settlement icons -->
          <standard_soldier_limit uint="1000"/>			<!-- Used to specify range for amry standards (banners) -->
          <standard_soldier_level_scale uint="50"/>			<!-- Used to scale army size display compared to standard range specified above -->
          <clear_battle_models_on_new_faction bool="false"/> <!-- Are unique battle models cleared when a character changes factions -->
          <chivalry_display_threshold int="1"/>			<!-- What level of chivalry a character needs to have 'chivalry' displayed instead of 'dread' -->
       </display>
       <ransom>
          <captor_release_chance_base float="50.0"/>
          <captor_release_chance_chiv_mod float="1.0"/>
          <captor_ransom_chance_base float="60.0"/>
          <captor_ransom_chance_chiv_mod float="1.0"/>
          <captor_ransom_chance_tm_mod float="10.0"/>
          <captive_ransom_chance_base float="40.0"/>
          <captive_ransom_chance_chiv_mod float="1.0"/>
          <captive_ransom_chance_tm_mod float="-10.0"/>
          <captive_ransom_chance_msm_mod float="10.0"/>
          <captive_ransom_for_slave bool="false"/>
       </ransom>
       <autoresolve>
         <min_capture_percent float = "5.0"/>
         <max_capture_percent float = "35.0"/>
         <lopsided_thresh float = "1.5"/>
         <lopsided_hn_mod float = "2.0"/>
         <separation_missile_add uint = "1"/>
         <naval_sink_modifier float = "5.0"/>
         <naval_sink_offset float = "2.5"/>
         <naval_sink_max float = "80.0"/>
         <sally_att_def_draw_divisor float = "1.25"/><!--sally battles are a draw if attacker lost and (number of attacker troops) > (number of defender troops)/divisor -->
         <use_new_sett_autoresolve bool = "false"/><!--do we use the new settlement autoresolve -->
         <switchable_defence_exposed bool = "false"/><!--can unit switch exposed state during autoresolve -->
         <gate_defence_num_oil_attacks int = "0"/><!--number of gate oil attacks -->
         <gate_defence_strength_oil_base float = "0.0"/><!--gate oil attack strength -->
         <gate_defence_strength_oil_level_modifier float = "0.0"/><!--gate oil attack strength += modifier * oil_level -->
         <gate_defence_num_arrow_attacks int = "0"/><!--number of gate arrow attacks -->
         <gate_defence_strength_arrow_base float = "0.0"/><!--gate arrow attack strength -->
         <gate_defence_strength_arrow_level_modifier float = "0.0"/><!--gate arrow attack strength += modifier * arrow_level -->
         <gate_defence_num_default_attacks int = "0"/><!--number of gate generic advantage attacks -->
         <gate_defence_strength_default_base float = "0.0"/><!--gate generic advantage attack strength -->
         <gate_defence_strength_default_level_modifier float = "0.0"/><!--gate advantage attack strength += modifier * fortification_level -->
         <sett_defence_num_arrow_attacks int = "0"/><!--number of settlement arrow attacks -->
         <sett_defence_strength_arrow_base float = "0.0"/><!--settlement arrow attack strength -->
         <sett_defence_strength_arrow_level_modifier float = "0.0"/><!--sett arrow attack strength += modifier * arrow_level -->
         <sett_defence_num_default_attacks int = "0"/><!--number of sett generic advantage attacks -->
         <sett_defence_strength_default_base float = "0.0"/><!--sett generic advantage attack strength -->
         <sett_defence_strength_default_level_modifier float = "0.0"/><!--sett advantage attack strength += modifier * fortification_level -->
    	 <display_strength_oil float = "0"/><!--additional effective army strength for defending residence with oil -->
         <display_strength_arrow float = "1"/><!--additional effective army strength for defending residence with arrows -->
    	 <display_strength_default float = "1"/><!--additional effective army strength for defending residence with fortification levels -->   
    	</autoresolve>
        <settlement>
          <!--Minimum garrison test  AI only-->
          <num_units_sett_garrison_base int = "3"/>
          <num_units_sett_garrison_level_modifier int = "3"/>
    	  <!--Minimum army test AI only-->
    	  <num_units_sett_army_base int = "18"/>
          <num_units_sett_army_level_modifier int = "18"/>
    	  <sett_num_units_army_base uint = "18"/>
          <num_units_army_level_modifier uint = "18"/>  
    	  <num_units_army uint = "18"/>
    	  <num_units_army uint = "18"/>
    	  <min_num_units_army uint = "18"/>
    	  <min_num_units_army uint = "18"/>
    	  <standard_soldier_limit uint = "18"/>
    	  <min_army_percent float = "90"/>
    	  <army_percent float = "100"/>
    	  <min_num_units uint = "18"/>
    	  <min_units uint = "18"/>
    <!-- <min_garrison_percentage float = "50.0"/>-->
          <sack_money_modifier float = "0.4"/>
          <exterminate_money_modifier float = "0.5"/>
          <chiv_spf_modifier float = "0.0"/>
          <chiv_sof_modifier float = "0.0"/>
          <dread_sof_modifier float = "0.0"/>
          <piety_cor_sif_modifier float = "0.0"/>
          <piety_admin_sif_modifier float = "0.0"/>
          <port_to_port_mp_min float = "0.0"/>
          <port_to_port_mp_max float = "2500.0"/>
          <heresy_unrest_modifier float = "30.0"/>
          <religion_unrest_modifier float = "20.0"/>
          <siege_gear_required_for_city_level string = "huge_city"/>
          <siege_gear_required_for_castle_level string = "moat_and_bailey"/>
          <no_towers_only_for_city_level string = "huge_city"/>
          <no_towers_only_for_castle_level string = "moat_and_bailey"/>
          <min_turn_keep_rebel_garrison int = "1"/>
          <max_turn_keep_rebel_garrison int = "999"/>
          <destroy_empty_forts bool = "false"/>
          <can_build_forts bool="false"/>
          <games_races_cost_modifier float = "0.25"/><!--games and races cost modifier -->
          <alternative_religious_unrest bool = "true"/><!--alternative settlement religious unrest calculations -->
          <alt_rel_allied_modifier float = "0.5"/><!--allied religion cumulative total modifier -->
          <alt_rel_gov_modifier_base float = "1.25"/><!--governors piety religion base modifier -->
          <alt_rel_gov_coefficient float = "-0.2"/><!--governors piety religion coefficient -->
        </settlement>
        <revolt>
            <end_turn_modifier float = "2"/>
            <excommunicated_modifier float = "15"/>
            <new_leader_modifier float = "5"/>
            <max_effective_loyalty float = "10.0"/>
            <rebel_region_modifier float = "2.0"/>
            <shadow_region_modifier float = "0.0"/>
            <rebel_border_modifier float = "1.1"/>
            <shadow_border_modifier float = "1.0"/>
            <num_units_modifier float = "1.0"/>
            <captain_modifier float = "0.01"/><!--chance of captain-led stacks revolting -->
            <min_revolt_chance float = "0.0"/>
            <max_revolt_chance float = "50.0"/>
            <ai_revolt_modifier float = "0.25"/><!--the proportion of the penalties in this section are applied to AI factions -->
            <revolt_additional_armies bool = "false"/>
            <revolt_crusading_armies bool = "false"/>
        </revolt>
       <characters>
          <agents_can_hide bool="false"/>
       </characters>
    <hordes>
        <end_target_faction_bonus int="-300"/>
        <start_target_faction_bonus int="-500"/>
        <farming_level_bonus int="-50"/>
        <shared_target_bonus int="-1000"/>
        <disbanding_horde_bonus int="-500"/>
        <starting_region_bonus int="300"/>
        <horde_target_resource_bonus int="1000"/>
    </hordes>
       <merchants>
          <base_income_modifier float="0.7"/>
          <trade_bonus_offset float="10.0"/>
       </merchants>
       <agents>
          <denounce_inquisitor_base_chance float="35.0"/>
          <denounce_priest_base_chance float="33.0"/>
          <denounce_attack_modifier float="1.0"/>
          <denounce_defence_modifier float="1.0"/>
          <denounce_chance_min int="5"/>
          <denounce_chance_max int="95"/>
          <denounce_heretic_attemp_modifier float="1.5"/>
          <denounce_character_attemp_modifier float="0.5"/>
          <assassinate_base_chance float="12.5"/>
          <assassinate_attack_modifier float="1.0"/>
          <assassinate_defence_modifier float="1.0"/>
          <assassinate_public_modifier float="1.0"/>
          <assassinate_personal_modifier float="1.0"/>
          <assassinate_counter_spy_modifier float="1.0"/>
          <assassinate_agent_modifier float="2.0"/>
          <assassinate_own_region_modifier float="2.0"/>
          <assassinate_assassinate_attr_modifier float="0.33"/>
          <assassinate_chance_min int="1"/>
          <assassinate_chance_max int="75"/>
          <acquisition_base_chance float="40.0"/>
          <acquisition_level_modifier float="5.0"/>
          <acquisition_attack_trade_rights_modifier float="1.3"/>
          <acquisition_defence_trade_rights_modifier float="0.7"/>
          <acquisition_chance_min int="5"/>
          <acquisition_chance_max int="95"/>
          <inquisitor_crt_heresy_divisor float="1.0"/>
          <inquisitor_crt_pfp_modifier float="0.5"/>
          <inquisitor_crt_pfp_modifier_min float="0.0"/>
          <inquisitor_crt_pfp_modifier_max float="1.0"/>
          <inquisitor_crt_chance_min float="0.0"/>
          <inquisitor_crt_chance_max float="0.1"/>
          <inquisitor_target_leaders bool="false"/>
          <inquisitor_target_heirs bool="false"/>
          <spy_base_chance float="25.0"/>                  <!-- base spying chance -->
          <spy_level_modifier float="0.1"/>                <!-- modifies the amount the subterfuge rating of a spy affects chance of success -->
          <not_spy_level_modifier float="0.5"/>            <!-- modifies the chance of success if spying object not a spy -->
          <spy_public_modifier float="1.0"/>               <!-- inversely modifies the amount the public security aspects of the target affects chance of success -->
          <spy_counter_spy_modifier float="1.0"/>          <!-- inversely modifies the amount the combined subterfuge rating with the target affects chance of success -->
          <spy_distance_modifier float="1.0"/>             <!-- inversely modifies the amount the distance in movement points from the target affects chance of success -->
          <spy_secret_agent_target_modifier float="0.5"/>  <!-- modifies the chance of success if an assassin or spy is travelling with a target army -->
          <spy_sedentary_turns_modifier float="0.2"/>      <!-- modifies the amount of turns a target has been stationary affects chance of success -->
          <spy_alliance_modifier float="1.5"/>             <!-- modifies the chance of success if the target is allied with spy faction -->
          <spy_target_engaged_modifier float="1.0"/>       <!-- modifies the chance of success if target is in engagement, under siege or battle -->
          <spy_in_settlement_modifier float="1.5"/>        <!-- modifies the chance of success if spy in settlement they are spying on -->
          <spy_watchtower_modifier float="2.5"/>           <!-- modifies the chance of success if spying object is a watchtower -->
          <spy_in_own_region_modifier float="2.0"/>        <!-- modifies the chance of success if spy in in their own factions region -->
          <spy_chance_min int="1"/>                        <!-- min clamp for spy chance -->
          <spy_chance_max int="99"/>                       <!-- max clamp for spy chance -->
          <spy_rescale_chance bool="true"/>               <!-- flag to indicate if the final chance is non-linearly rescaled to improve spying chance of success -->
       </agents>
       <crusades>
          <required_jihad_piety int="4"/>
          <max_disband_progress float="20.0"/>
          <near_target_no_disband_distance float="4.0"/>
          <disband_progress_window float="3"/>
          <crusade_called_start_turn float="20"/>
          <jihad_called_start_turn float="20"/>
          <movement_points_modifier float="2.0"/>
       </crusades>
       <ai>
          <!-- PRIEST CONTROLLER -->
          <priest_religion_min float="0.5"/>         <!-- if religion < religion_min then region needs a priest -->
          <priest_religion_max float="0.6"/>         <!-- if religion >= religion_max then a priest can be taken from this region for other missions -->
          <priest_heresey_min float="0.05"/>         <!-- if heresey >= heresey_min then region needs a priest -->
          <priest_heresey_max float="0.3"/>          <!-- if heresey >= heresey_max then region needs a priest with highest priority -->
          <priest_religion_export float="0.5"/>      <!-- if my religion in foreign region < religion_export then then we will export our religion in this region -->
          <priest_max_prod_turns float="5.0"/>       <!-- max distance from a production center to a target region in turns -->
          <!--CAMPAIGN ATTACK -->
          <att_str_modifier float = "0.75"/>            <!-- modifies the effective attackers strength when determining the priority of making attack decision (i.e. att_def_strength_ratio = ((att_str*att_str_modifier)/def_str) -->
          <siege_att_str_modifier float="0.75"/>      <!-- modifies the effective sieging attackers strength when determining the priority of making attack decision -->
          <crusade_att_str_modifier float = "1.0"/><!--modifies the effective crusading sieging attackers strength when determining the priority of making attack decision -->
          <sally_att_str_modifier float="0.75"/>      <!-- modifies the effective sallying attackers strength when determining the priority of making attack decision -->
          <ambush_att_str_modifier float = "1.25"/><!--modifies the effective ambushing attackers strength when determining the priority of making attack decision -->
          <str_limit_weak float = "0.75"/>              <!-- min ideal strength ratio modifier for determining when an army is far too weak for an attack ( att_def_strength_ratio < (ideal_str_ratio*str_limit_weak) ) -->
          <str_limit_strong float = "999.0"/>            <!-- max ideal strength ratio modifier for determining when an army is far too strong for a fair attack ( att_def_strength_ratio > (ideal_str_ratio*str_limit_strong) ) -->
          <merchant_min_survival_acquire int = "75"/><!--the minimum survival chance for a merchant to consider attempting an acquisition -->
       </ai>
       <misc>
          <allow_resource_forts bool="true"/>       <!-- do we allow forts and watchtowers to be built on resource locations -->
          <fort_devastation_distance uint="20"/>     <!-- maximum movement point extents for determining devastation tile targets for forts -->
          <army_devastation_distance uint="20"/>     <!-- maximum movement point extents for determining devastation tile targets for field armies -->
          <fort_devastation_modifier float="2.0"/>   <!-- num devastated tiles modifier for forts -->
          <army_devastation_modifier float="1.0"/>   <!-- num devastated tiles modifier for field armies -->
          <allow_enemy_forts bool="true"/>          <!-- do we allow forts to be built in enemy regions -->
          <siege_movement_points_modifier float="1.0"/>  <!-- movement points modifier for siege units -->
          <cavalry_movement_points_modifier float="1.75"/> <!-- movement points modifier for cavalry units -->
          <enable_hotseat_messages bool="true"/>          <!-- do we allow hotseat messages to be send between human players -->
    	  <enable_banana_republic_cheat bool="true"/>
    	  <build_points_modifier float="0.1"/>
    	  <garrison_strength int = "0.1"/>
          <enable_unit_accent_overrides bool="true"/>	<!-- do we use unit db accent overrides for campaign unit selection -->
       </misc>
    </root>

  20. #20
    Domaje's Avatar Civis
    Join Date
    Nov 2014
    Location
    The Sun City
    Posts
    130

    Default Re: [Submod] Alternative Battles

    Thanks a lot Quintus !

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