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Thread: XXZit Tweaks (for 096)

  1. #21
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: XXZit Tweaks:

    Quote Originally Posted by Just let me post View Post
    Thanks man for all this good stuff. All the things you made change in the upcoming version, so it might not be compatible tho (or do they make use of your work?)

    Expanded.txt changes in the new version, so faction names would have to be translated again.

    And did you just remove Civil War script bit and that does the job? I would like to have the same results.

    Thanks again
    I analysed and implemented the XXZit changes in the EDCT.
    expanded.txt - there'll be only minor changes, so adaptation won't be difficult.
    faction standing - will be different, I didn't use the XXZit much.
    civil wars will be in the script, improved slightly (shorter, with stochastic events that may help in reload if CTDs would occur). Besides, they are defined also in the EDCT - and this part I didn't have time to delve into.
    campaign db - I believe much experience in playing Medieval 2 is need, so changes are based on the experience of one modder of the past (MWY).

    Quote Originally Posted by Nemesis2345 View Post
    I increased Spearmen damage against Cavalry
    This is very likely to be changed in this direction as well.
    Last edited by Jurand of Cracow; May 31, 2020 at 11:42 AM.

  2. #22

    Default Re: XXZit Tweaks:

    That's splendid, thanks for the info Jurand

    And yeah spearmen vs cav must change, as of now most riders anihilate everything in one charge
    Last edited by Just let me post; May 31, 2020 at 12:07 PM.

  3. #23

    Default Re: XXZit Tweaks (for 096)

    Digging out an old threat to appreciate the really good Campaign AI XXZit wrote.

    I've investigated it and I'm impressed: it is really alive, capable of good invasions (especially naval ones are neat), and behaves believably (apart from spamming small stacks and varied religion-based faction performance)
    I allowed myself to make some fixes (just one file, it can be standalone), sharing if anyone is interested:
    descr_campaign_ai_db.zip

    Summary of the changes
    Code:
    <!-- XXZit AI v1.0-->
    <!-- edited by JLMP 2021 - this one is for SSHIP -->
    <!-- ++ -->
    <!-- changed most invasion types to invasion_buildup/opportunistic to force bigger army stacks -->
    <!-- standardized all labels defend / invasion decisions so all can expand effectively -->
    <!-- (previously they differed and islam / orthodox weren't doing too much) -->
    <!-- (religion based diplomacy is unchanged) -->
    <!-- made pope dormant by replaced papal AI label with Ultimate AI 1.6 by Mesut aka GrandViZ -->
    <!-- increased becoming a trusted ally threshold -->
    <!-- standardized all labels' reluctance to ally with humans -->

  4. #24

    Default Re: XXZit Tweaks (for 096)

    I'm also testing it, and really enjoying it. I did not see yet how it performs in the first turns, however, because I was already 50 turn into my campaign and did not want to start over, but the effects were clear, even with just swapping mid-game.

    - ERE retook all the settlement HRE had taken in crusades, more wars but a bit shorter I think.
    - AI will snipe poorly defended frontier settlements
    - AI will seize more opportunities
    - As Venice, I had serbia plan a coordinated attack against me: a full stack on ragusa, and one... on sicily! Naval invasion!

    I feel this AI is very good and could spice up the mod, but what about the first turns? How does it handles the rebels?

    EDIT: just found out a bug: you have two times the catholic faction label in the file!
    Last edited by Belovèse; April 05, 2021 at 12:07 PM.
    Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
    Stainless Steel Historical Improvement Project (SSHIP) team member.
    Mini-mods: diplomacy and relation/reputation - detailled unit stats

  5. #25

    Default Re: XXZit Tweaks (for 096)

    Quote Originally Posted by Belovèse View Post
    EDIT: just found out a bug: you have two times the catholic faction label in the file!
    Hah, thanks for the keen eye!. Fixed it. This actually reminded me to create a duplicate for maritime_catholic factions so it works fully with SSHIP without the need for changes in descr_strat. Did this too now.

    descr_campaign_ai_db.zip

    About interacting with early rebels: they beat them good

  6. #26

    Default Re: XXZit Tweaks (for 096)

    Thanks! I was comparing the two files to understand your changes with winmerge, so I had help!
    Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
    Stainless Steel Historical Improvement Project (SSHIP) team member.
    Mini-mods: diplomacy and relation/reputation - detailled unit stats

  7. #27

    Icon2 Re: XXZit Tweaks (for 096)

    New, updated version: descr_campaign_ai_db May 3.zip

    If I were to descibe the changes: rebel blitzkrieg, otherwise trench warfare + less alliances and peace

    Not save compatible.
    Spoiler Alert, click show to read: 
    0. Invasion decisions and priorities are unchanged
    AI attacks like before, but slower and more methodical, because of the following:

    1. I rewrote and simplified defend decisions (defence/alliance/peacemaking)
    AI garrisons heavily against war opponents or iffy neutrals
    Making peace is much harder
    Vassalized factions want to ally with their sovereigns

    2. Interreligious alliances and alliances in general are rarer

    3. Further increased becoming a trusted ally threshold

    4. Reformatted the file for easier navigation
    Last edited by Just let me post; May 02, 2021 at 08:22 PM.

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