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Thread: Campaign AI Bonuses Mod

  1. #1
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    Default Campaign AI Bonuses Mod

    A small mod that was requested, increasing campaign AI aggressiveness and monetary bonuses to make it more active. The mod alters the files description_strat.txt and campaign_script.txt.

    There are three variations;
    Unaltered - unaltered files if you want to revert to vanilla.
    Light - removed recruitment limitation script and altered ai from the balanced "knud" to aggressive "genghis".
    Full - removed recruitment limitation script and altered ai from the balanced "knud" to aggressive "genghis" and gives ai factions a fixed income of up to 50 000 per turn. What I play with.

    The ai label genghis is supposed to make ai factions focus on cavalry. Due to the recruitment constraints of the mod this does in my experience not lead to unbalanced all-cavalry armies, far from it. I find ai factions fielding balanced forces based on whats available in the respective regions and

    Download the attached file and unpack it using 7zip or any similar tool.
    Choose your preferred version, copy and paste the two files here and overwrite as requested:
    ...\Medieval II Total War\mods\ebii\data\world\maps\campaign\imperial_campaign

    Happy campaigning! Even the Gauls will eventually expand now.
    Attached Files Attached Files

  2. #2
    Lusitanio's Avatar Content Staff
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    Default Re: Campaign AI Bonuses Mod

    If someone could test the differences on the campaign, it would be great!

  3. #3

    Default Re: Campaign AI Bonuses Mod

    Thanks for this!

  4. #4

    Default Re: Campaign AI Bonuses Mod

    Hey dude, Was trying this out and noticed that Carthage and Macedon (Maybe the rest of factions too) were bankrupt and not too aggressive. This was around turn 75 or so.

    Noticed the AI was more active than vanilla though, fuller stacks and recruitment composition was noticeable too for the AI.

    Don't know if the diplomacy screen stating bankrupt is even correct, maybe give the AI more money?

  5. #5
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    Default Re: Campaign AI Bonuses Mod

    Well, the ai has large bonuses but far from infinite money. I have also seen factions go bankrupt regularly so the diplomacy screen is probably correct.

    In another mod I added a script that increased the ai kings purse each turn, I suppose something like that could be used here as well to add a progressively more challenging campaign. I'll think about it. In my campaigns Carthage has done very well on occasion, ousting the pesky Romans a couple of times.

  6. #6

    Default Re: Campaign AI Bonuses Mod

    Been Playing it on very hard as Rome, really good dude. Big armies but not stacks, haven't got into Greece yet but Eprious has taken most of it with Makedon and Greek States still kicking about.

    Gifted Carthage and the other two cities to them for an alliance since Numedia had almost destroyed them.

    Other factions have expanded nicely too, Ptomeloi has been exiled to near India and the Selecuids hold most of Asia Minor with Pergmanon still fighting.

    Honestly really recommended this submod to anyone playing, I've cheated here and there for RP'ing but other AI is all good. Also using the Unreal Total War mod with it, battles seems pretty good and it shouldn't conflict right?

    Cheers

  7. #7

    Default Re: Campaign AI Bonuses Mod

    Hey dude,

    Sorry to double post, just wanted to ask something.

    After playing the Roma campaign to about 300ish turns a few times. H/H difficulty.

    Its to do with the money bonuses, how would I go about turning them down for some factions? Or is it flat rate to all, think some factions need a curbing

    Some for historical and some to stop the AI growing huge.

    Love the submod though!

    Cheers

  8. #8
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    Default Re: Campaign AI Bonuses Mod

    What's wrong with double posting when it's about different questions at different times? If you hadn't, I could hardly be expected to have noticed the question anytime soon.

    The money bonuses are kings purse increments which are set faction by faction in the campaign script, so it's not a flat rate unless you want it to remain so.
    Spoiler Alert, click show to read: 

    In the campaign_script.txt you will find these lines (showing here the beginning with scripts for rome and carthage), search for "kings_purse" in the file:

    monitor_event FactionTurnStart FactionType slave
    if I_IsFactionAIControlled f_rome
    if I_NumberOfSettlements f_rome = 1
    set_kings_purse f_rome 60000
    end_if
    if I_NumberOfSettlements f_rome = 2
    set_kings_purse f_rome 45000
    end_if
    if I_NumberOfSettlements f_rome = 3
    set_kings_purse f_rome 30000
    end_if
    if I_NumberOfSettlements f_rome = 4
    set_kings_purse f_rome 40000
    end_if
    if I_NumberOfSettlements f_rome > 4
    set_kings_purse f_rome 50000
    end_if
    end_if
    if I_IsFactionAIControlled f_carthage
    if I_NumberOfSettlements f_carthage = 1
    set_kings_purse f_carthage 60000
    end_if
    if I_NumberOfSettlements f_carthage = 2
    set_kings_purse f_carthage 45000
    end_if
    if I_NumberOfSettlements f_carthage = 3
    set_kings_purse f_carthage 30000
    end_if
    if I_NumberOfSettlements f_carthage = 4
    set_kings_purse f_carthage 40000
    end_if
    if I_NumberOfSettlements f_carthage > 4
    set_kings_purse f_carthage 50000
    end_if
    end_if

    So as you might notice from the code both get their kings purse set to 50000 if they have more than 4 settlements. You can alter the number of settlements needed or the amount if you wish, for each faction individually. For example, how about adding a line for the romans if they achieve a more imperial status and you want their legions to cover the horizons completely:

    if I_IsFactionAIControlled f_rome
    if I_NumberOfSettlements f_rome = 1
    set_kings_purse f_rome 60000
    end_if
    if I_NumberOfSettlements f_rome = 2
    set_kings_purse f_rome 45000
    end_if
    if I_NumberOfSettlements f_rome = 3
    set_kings_purse f_rome 30000
    end_if
    if I_NumberOfSettlements f_rome = 4
    set_kings_purse f_rome 40000
    end_if
    if I_NumberOfSettlements f_rome > 4
    set_kings_purse f_rome 50000
    end_if
    if I_NumberOfSettlements f_rome > 15
    set_kings_purse f_rome 200000
    end_if

    end_if

  9. #9

    Default Re: Campaign AI Bonuses Mod

    Cool dude

    Thanks a lot!

    Will play around with the less civilised factions

  10. #10
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    Default Re: Campaign AI Bonuses Mod

    The dude abides

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