Hey folks!
I’ve decided to release some of my personal tweaks and modifications in hopes some of you find them useful. SSHIP is a wonderful mod but there are certain things that need some tweaking, many of which are SS original issues. Some of these I’ve already posted before, but the ones I’m posting here contain my latest changes and fixes.
All of these files and any I've posted before are free for everyone to use, modify and re-upload as they please.
Without further ado:
English Faction Names: expanded.txt
One of the things that kept me from trying this amazing mod was the odd faction names. I could not understand who I was fighting, who just offered a trade agreement and which faction I had lost reputation with. Historicism is great, but not when it interferes with gameplay. This file translates all names to English. If you feel like I felt, now you have no excuse not to enjoy the greatness of SSHIP.
Installation: copy to the mod's directory .../data/text/ replacing the file there. Remove the expanded.txt.bin file to force the game to regenerate another binary file with the updated values. Save game compatible.
More Fair Faction Standing: descr_faction_standing.txt
The fact that the pope himself would be shocked by the actions SSHIP declares are sinful, says a lot about the morality system in this mod. SSHIP severely punishes any type of military aggression, even towards rebels, which are the common enemy. Simply put, you’d have to forfeit any military activity to obtain a positive reputation in the game. This is not only not fun but very unrealistic and unimmersive. These few changes to faction standings fix a few inconsistencies and bring some sort of balance to faction relations. Having good reputation will still not be easy, far from it, but at least you won’t be deemed an unholy monster by every faction in the world for daring to take that neighboring rebel settlement.
Installation: copy to the mod's directory .../data/text/ replacing the file there. Save game compatible.
Civil War Away: campaign_script.zip
I recently read JoC refer to the Civil War in SS as the corona virus. I quite like that comparison and think it very fitting. Civil War is one of those things that sound good in theory but in reality is not.
At least not in the way it is currently implemented. Humans do not have control over their faction leader so they can’t take measures to avoid a civil war. And the AI is not even aware of what a civil war is, for them is even less fair. This file is the campaign script for SSHIP 0.96 with the civil war code removed. In addition to a more fair campaign for everyone, you will also enjoy faster turn times! Your are welcome.
Installation: Unzip and copy the file into the mod's directory .../data/world/maps/campaign/imperial_campaign replacing the file there. New game is required.
XXZit AI: descr_campaign_ai_db.zip
This is a new campaign AI built completely from scratch, and designed with fairness, realism and efficiency in mind. I tried to work around the limitations and severe deficiencies in the way we can interface with the LTGD to make the AI act in a semi-intelligent manner, selecting optimal targets, and exploiting weaknesses. There are no backstabs just for the sake of backstabs. The AI will act in a manner which is most advantageous for them at the moment, considering faction relationships and strength before taking any military decisions. You will see strategic naval invasions, prioritization of slave settlements when convenient, effectively splitting of forces to deal with multiple targets and the use of different invasion and defense strategies.
What started as a desire to change some things that bothered me about the campaign AI, quickly turned out into a bigger task. Spending time familiarizing myself with the SSHIP Campaign AI file, lead me to find many inefficiencies, redundant entries and much code that did not do what the authors intended. I quickly realized that fixing that would take more time than starting from scratch.
Now, I do not mean to offend anyone, I'm sure the authors had the best of intentions. I started with zero knowledge of how any of this worked but I have some programming experience, which perhaps gave me a head start. I had to look at several AIs before figuring things out, but the most enlightening experience by far was looking at the vanilla AI. People who’ve never studied the vanilla campaign AI or regarded it with disdain would not be aware of certain basic principles of how things really work in the game. As modders we often forget the developers are the best source of information on how the game works. So it is understandable if some things were overlooked.
Although I would call it a big improvement, this won’t solve all stupid AI mistakes. The control we have over the AI is rather limited, many things are hard-coded in the program's executable and on top of that, many of the tools we are given do not always work correctly. e.g some control mechanism report incorrect and bogus results often, leading you to make incorrect assumptions(like when it’s best to attack). I'm sure with more extensive testing these issues can be mitigated or even eliminated entirely.
Still, I can say I’m satisfied with the results. And can’t wait for people to try out my work and give feedback; I know much improvement is still possible. I hope you try it out and enjoy the fleshed out AI and the faster turn times; the campaign AI is not the biggest turn time killer, that burden lies on the humongous campaign script, yet I see a notable difference with my AI vs the old one when playing in my laptop on battery.
Installation: Unzip and copy the file into the mod's directory .../data/ overwriting the file there.