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Thread: I made a series of "submods", will them :wub: up the AI (turns per year, building construction time etc)?

  1. #1

    Icon5 I made a series of "submods", will them :wub: up the AI (turns per year, building construction time etc)?

    I modified quite a bit of the db.pack mostly by using equations on the Pack Manager (i.e. x=/2). I was wondering if it'll either the AI or the game in general?

    1. 6 turns per year.

    2. Doubled the building time for everything.

    3. Halved the campaign map movement range for every land unit.

    4. Increased upkeep for naval building by 50%.

    6. Also added a Diplomacy submod to (hopefully) ensure a less expansionist AI. Are these compatible with IS?

  2. #2
    Quintus Hortensius Hortalus's Avatar Lex duodecim tabularum
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    Default Re: I made a series of "submods", will them :wub: up the AI (turns per year, building construction time etc)?

    If you did this changes to the IS DB.pack file I don't see a conflict here.

    Under the patronage of wangrin my workshop

  3. #3

    Default Re: I made a series of "submods", will them :wub: up the AI (turns per year, building construction time etc)?

    Quote Originally Posted by Quintus Hortensius Hortalus View Post
    If you did this changes to the IS DB.pack file I don't see a conflict here.
    Not only, but I merged the rest and worked fine for my last campaign, except for two things:

    1) The AI would rather build a fleet of 4 crap ships (i.e. sloops), than 1 good ship. As large scale naval engagements weren't common at all, and the naval battles are extremely micromanagement intensive, I want the AI to recruit decent ships that would "lone wolf" or accomplish specific tasks (similar to Shogun 2). Some factions are able to do this, but the majority always go for the crap fest.

    Is there any way to fix this? I'm trying now to lower the recruitment and increasing the upkeep greatly.

    2) Despite modifying public order, garrisons and diplomacy, Austria and Lithuania still conquering everything unchecked, I'm talking about the whole of Central and Eastern Europe. How do I stop this? Do you know how "resistance to foreign occupation is modified"? This may do the trick, but I ain't too sure.

    If it's allowed I'd like to post my modifications as a submod for IS 2.2. It has been a whole lot of fun, I can tell you that.

    3 My king doesn't seem to be dying. Although I play with 6 times a year, Pedro always dies on the first 10 years. Now he lasted until turn 170+, all initial generals and most of the cabinet died, except that bastard.Any ideas?
    Last edited by iporto9393; May 28, 2019 at 08:58 PM.

  4. #4

    Default Re: I made a series of "submods", will them :wub: up the AI (turns per year, building construction time etc)?

    In the campaign variables tables you have this;
    RECRUITMENT_NAVY_CATEGORY_BALANCE_DISTANCE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_AUXILIARY
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_FRIGATE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_GALLEY
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_INVASION_FLEET
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_LINE_OF_BATTLE
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_MERCHANT
    RECRUITMENT_NAVY_CATEGORY_BASE_PROPORTIONS_SPECIALIST
    Keep in my mind the majority of variables apply to all factions in the game. There are a few variables specific to some factions. This is the area I have be laboriously working on for over a year now. I will release the last alpha build as a the first beta build, but it is far from what it will eventually be.

  5. #5

    Default Re: I made a series of "submods", will them :wub: up the AI (turns per year, building construction time etc)?

    You, sir, are an officer and a gentleman! Thank you!

    EDIT: DELETED, found it!
    Last edited by iporto9393; May 29, 2019 at 12:46 PM.

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