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Thank you a lot for publishing this.
While it is not exactly what I am searching for, since my group rather enjoys infantry tactics, your angle of approach (and code) gives me a lot of ideas how to tackle our own problems with conquest, even with my limited knowledge of coding.
I hope you don't mind.
In a nutshell it is Conquest with only infantry forces for AI. Player can still choose to use vehicles. I have not spent too much time balancing difficulty yet as with this mod, but I can tell you that even on heroic it should not be hard. Good squad placement should be a good start. However, once you have more flag poles to take, that will become somewhat complicated with infantry squads.
Re: using Lua to edit regex in-game, that's way beyond what I'm capable of doing. I had to Google 'regex' to remind myself what that means. My skills are basically limited to editing arguments and variables in text-based files (or simple hex edits when someone has already figured out what each hex is), and occasionally adding or removing instructions in scripts if I have decent examples to work from in other files.
We know that upon starting game in conquest, game will write fail state to conquest save gamegame, meaning this is a way for game to mark your game failed in case you exit so that later, when you actually finish mission, it can write new values and mark last mission as success.
Now, why that matters. And here is crazy part. We have Lua execution environment, which would have to locate saved file, un-zip it, parse 'status' file to locate current number of missions played. To locate saved file you would need to assume that game touched savegame just now, so it will be latest modified file. Once un-zipped, you're interested in 'status'. It can be parsed via regex to get 'nextRound' . Upon knowing this number you can adjust to use longer spawn times, along with a different 'purchase' table for AI.
Crazy, but in light of current events, it is not so far fetched....
Cool idea on loading your modset later on in the campaign--actually did not know that there was a way to load saves of a different version.
I'm working on my own solution to conquest budgeting--essentially redoing the campaign momentum curve so that the AI gets bonus MP no matter the battle outcome, and with higher bonuses than vanilla. To compensate, the player 's resource income is the same in a win or loss and refunds are increased. StatMPs are also brought closer together.
Plenty of testing is still needed, since the area of the game I'm trying to improve is a few turns' in.
This mod is good if you already have progressed beyond first two rounds of conquest, so that you can get access to better units. And difficulty will slowly be more consistent. However, first three rounds are brutal since AI can use so much MP.
So my current advice for playing conquest with this mod is play vanilla normal till third round. Then edit your savegame for conquest to change difficulty you want and enable this mod. Let's see if developers can expose more information for us to play with, but for now this is the only way to play comfortably.
Have you been through dynamic_campaign.set? The devs document how the math works as far as shifting the MP curve based on the state of the campaign. The modifiers are based on momentum and resource setting, not the size of the player's force.
I did try out your mod--by 4:50 into Mission 1 (Normal / Normal) the AI had 4-5 infantry squads and 5-6 light / medium vehicles (many in the 500pt range) coming after my 1,500MP force. So basically the inverse of the problem with vanilla CtA... your lua scripts do help limit the devastation.
Now here is a question that I still need an answer, since we're talking about guts of AI here. Is there any way to read current game difficulty through Lua?
Do you have any indication that AI MP trends upward over the course of a campaign, besides the streak modifiers?