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Thread: Generals being born too fast? And strange diplomacy issues when upgrading to UAI 1.2 or 1.3

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  1. #1
    Libertus
    Join Date
    Mar 2005
    Location
    Maryland
    Posts
    98

    Default Generals being born too fast? And strange diplomacy issues when upgrading to UAI 1.2 or 1.3

    Hey all
    I've noticed something. It seems like your generals kids grow up way too fast.
    I've got a 60 year old leader, with 4 kids, all grown and in their 30s to 40s. They all have kids, who are also grown, and one of them has a 3 year old!
    So using Venice, I've got like 9 generals around turn 15, and with the loyalty changes in the blood, broads, and bastards mod, it's almost impossible to keep them all happy.
    I know that's part of the mod, and I really like it. Problem is, with large empires like France and the Holy Roman Empire, you have to keep all these family members in the same city as your leader, so they get the "has the king's eye" trait, and not "unappreciated" or "ignored by king" traits. Otherwise, all your far-flung border cities have no leaders, even though you have like 10, and they are eating all of your treasury. Too many kids!
    See, you can usually use one or two generals to fight rebels, which makes them feel appreciated, but after a while, they run out of rebels to fight. So if you don't keep them practially right on top of your leader, they will rebel. They only have like 4 loyalty icons anyway. Large empires are just way too hard to manage this way, I think.
    Just a tiny increase in the time it takes for your generals to come of age might help this.

    Also, I upgraded the Ultimate AI to 1.2, then to 1.3. (And I followed the faq, only using the 3 files Repman said you can safely update without changing some in DLV). I've noticed some things.
    After like 20 turns, there's a crusade, and I'm allied with the Holy Roman Empire as Venice, but I am the ONLY alliance in the entire game so far.
    The only one. Many of the catholic nations are fighting egypt, in crusade, but no one else is working together. I wonder if this is because the uai 1.2 or 1.3 updated the faction standing file, which may have made the computer "at ease" with it's neighbors, but with no negativity, no one seems to be declaring war on each other, except with crusades, and no alliances.
    Anyone else see this??

  2. #2
    GrandViZ's Avatar Domesticus
    Join Date
    Dec 2006
    Location
    Berlin, Germany
    Posts
    2,026

    Default Re: Generals being born too fast? And strange diplomacy issues when upgrading to UAI 1.2 or 1.3

    Quote Originally Posted by Sleepysmoo View Post
    Hey all
    I've noticed something. It seems like your generals kids grow up way too fast.
    I've got a 60 year old leader, with 4 kids, all grown and in their 30s to 40s. They all have kids, who are also grown, and one of them has a 3 year old!
    So using Venice, I've got like 9 generals around turn 15, and with the loyalty changes in the blood, broads, and bastards mod, it's almost impossible to keep them all happy.
    I know that's part of the mod, and I really like it. Problem is, with large empires like France and the Holy Roman Empire, you have to keep all these family members in the same city as your leader, so they get the "has the king's eye" trait, and not "unappreciated" or "ignored by king" traits. Otherwise, all your far-flung border cities have no leaders, even though you have like 10, and they are eating all of your treasury. Too many kids!
    See, you can usually use one or two generals to fight rebels, which makes them feel appreciated, but after a while, they run out of rebels to fight. So if you don't keep them practially right on top of your leader, they will rebel. They only have like 4 loyalty icons anyway. Large empires are just way too hard to manage this way, I think.
    Just a tiny increase in the time it takes for your generals to come of age might help this.

    Also, I upgraded the Ultimate AI to 1.2, then to 1.3. (And I followed the faq, only using the 3 files Repman said you can safely update without changing some in DLV). I've noticed some things.
    After like 20 turns, there's a crusade, and I'm allied with the Holy Roman Empire as Venice, but I am the ONLY alliance in the entire game so far.
    The only one. Many of the catholic nations are fighting egypt, in crusade, but no one else is working together. I wonder if this is because the uai 1.2 or 1.3 updated the faction standing file, which may have made the computer "at ease" with it's neighbors, but with no negativity, no one seems to be declaring war on each other, except with crusades, and no alliances.
    Anyone else see this??
    UAI 1.3 requires all mods to update the initialization of relations in the descr_strat.txt file to my changes. The AI files only will not suffice!

    You can easily copy and paste that part of my descr_strat.txt into the campaign file of DLV (replace the entries there).

    Regards
    GrandViZ
    Creator of the Ultimate AI
    Co-Author of Broken Crescent

    Under the Patronage of Trajan

  3. #3

    Default Re: Generals being born too fast? And strange diplomacy issues when upgrading to UAI 1.2 or 1.3

    So have to integrate the diplomacy basic settings from the UAI strat file into DLV 2.0 stratfile.

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  4. #4
    Libertus
    Join Date
    Mar 2005
    Location
    Maryland
    Posts
    98

    Default Re: Generals being born too fast? And strange diplomacy issues when upgrading to UAI 1.2 or 1.3

    the initializaton of relations? what's that exactly? the end of the descr.strat file that has the factions feelings towards one another? Cause the ai profiles are already changed, cause DLV used 1.1 UAI I think. (At least I checked them and mine were right). But I didn't do anything to the descr.strat. It's the last part right?

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