Total War: ATTILA

Total War: ATTILA

thunder's_ai_tweaks.pack
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Update: 30 Jan, 2017 @ 9:36am

Gave the EoS or factions that use their edicts a 10% mil research speed buff on the edict that increases recruitment capacity and lowers recruitment cost. this was probably one of the worst edict they had, so this should be a nice buff.


to weaken the WRE a bit more, i gave them upkeep on their garrison buildings. + 100 per tier. i also made the costs to make them go up. it now costs 2000 per tier. i also lowered their PO gain by 1 for all tiers.(so +2 PO per tier) and each tier will take a turn longer to make from it's predecessor. (so 2 turns for tier 1, 3 for tier 2, 4 for tier 3, and 5 for tier 4)

Update: 30 Jan, 2017 @ 7:32am

Update: 30 Jan, 2017 @ 6:36am

Update: 24 Jan, 2017 @ 5:42pm

changed the upkeep on the roman tier 2 and 3 military buildings by +100 to try and nerf them a tad more.


also replaced the placeholder picture.

Update: 23 Jan, 2017 @ 4:40am

noticed that i had added some units to one of the mil buildings, dont remember why. probably did it for testing purposes a long long time ago and spaced it off as it didn't have an effect on how the game played out. as such, ravenna balistari and herculani senores were still recruitable when they shouldn't have been.(from the building in question). removed those lines from the building.

also tweaked the skirmisher garrison for the WRE. removed one of the jav units.

Update: 23 Jan, 2017 @ 4:13am

Changed a various stuff.

Made it so cheriobalista cant be used to attack walled cities on the same turn you lay siege. To compensate, i gave them an extra gun(may be removed if it is too strong), and they can targer "buildings". meaning they can destroy towers, walls, buidings, and gates. The AI, from what i seen, even with the change to attack buildings, would rather kill people on the walls then make a hole in said wall. That is why they are not allowed to attack walled cities right away. i made the stats between the roman and germanic cheriobalista even.

tweaked the AI strength with settlements, hopefully to lessen suicidal attacks. Cant say anything for the Ai wanting to suicide its navies. I am curious if there is some bug where the AI only sees the naval garrison, and not the land one, when they attack a city. This causes them to think they are stronger than the naval garrison, and attack, while being weaker than the land garrison.

tweaked some upkeep costs to the mil buildings for both Romans. i made the ERE mil cheaper by half. made the WRE ones more expensive by 100 for tier 2 and 3, and 200 for tier 4. Hopefully this serves as a minor buff to the ERE and a minor nerf to the WRE.

ravenna ballistari and herculani senores are no longer recruitable from the city chain, but from their respective mil buildings. The AI was making way too many of these elite units. They were often way to strong for the barbs to handle. hopefully now things will be a little more even, and we will see less of the WRE in germany and beyond.

i would prefer the AI WRE to die very slowly, with only a small part of it remaining by say 425. i dont want it controlling half the map, or being stagnant. Nor dying right away like in vanilla in the first 30 turns.

i tweaked the garrisons of the romans from their military building, to help balance them out. it was a little to easy for the AI to make every city a super fortress thus preventing the barbarians from making a dent.

Update: 23 Nov, 2016 @ 3:39am

Update: 23 Nov, 2016 @ 1:57am

changed the roman military buildings(not the garisons) and only the tier 4/5 eatern buildings upkeep cost. they now cost 200 per tier.(200/400/600 and 600 for the eatern buildings) this should be a minor nerf to the romans. they were a tad too strong for my liking. Hopefully this gives other factions a little more time to build up and slow down the roman snow balling while being well defended.

i also lowered the experience when you recruit a unit. down to 1 for base military building tier 1, and 2 for tier 3 and 4. that way the romans are not running around with triple gold experience all the time. Their units are sturdy enough, and the extra Xp was overkill. debating if i want to tweak it so the experience is only gained in the region the building is in, not the province.

also added a unit to the alani roster that is in the game, but not recruitable in vanilla.(you could upgrade to it, but not build more of them after you researched the appropriate tech.)

Update: 14 Nov, 2016 @ 2:16am

moved cheriobalista back to tier 3 arty building. I liked the unit and i liked seeing the AI make use of it. I however did not like how the AI was using it to attack walled cities. They would attack, fail to make a breach in the walls, then throw their men away at the gates. If i could find where the ability to attack cities with arty(and no siege towers as an example) was at, i would remove its ability and move it back to tier 2.

Update: 11 Oct, 2016 @ 2:43pm