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Im now strength rank 1, and my allies are still around what they were before. Still cant confederate. So something is clearly broken. I've had to result to saving, turning off your mod, confederating them, and then re-enabling your mod.
I've also noticed that the AI has a weird habit of declaring war on factions absolutely miles away. Just now, i had the Sanyo Clan (IEE Faction, east of Cathay on Nippon) declare war on a greenskin faction near kharak eight peaks. Im their only ally. Neither me, nor them, have any territory or armies nearby. I obviously have no way of testing to see if it is your mod specifically, or DeepWarAI that is doing this, as the AI seems to do slightly different things when you re-load an endturn save.
Im playing as Miao Ying, i have 64 settlements and 20 armies.
The weakest AI faction i can confederate has 3 settlements, with 13 armies.
Its turn 43. I am strength rank 19, they are rank 131.
"Join Confederation" has an AI opinion of -259:
Baseline Evaluation: -200
Relative Faction Strength: +66.5
Diplomatic Prospects: -125 (havent seen it improve any further than this)
Distance: -0.5
When i disable your mod and load that same save...
"Join Confederation" has an AI opinion of +30.4:
Baseline Evaluation: -30
Relative Faction Strength: +60.4
Diplomatic Prospects: 0
I've also noticed that, with DeepwarAI, the AI will field so many armies that they will actually go bankrupt and a lot of their armies will take attrition due to desertion, resulting in the AI clustering 10+ armies around their capital just to replenish the attrition.
Diplomacy (Namely trading settlements and confederations) is certainly the largest problem however. I've not observed the AI for long enough to see if Desertion is a constant issue, or just something they experience for a few turns every now and then.
For reference...
With no AI mods - I have +27 in the diplomacy screen for the weakest faction i can confederate.
With JUST DeepWar AI - I have +30, again with the weakest faction.
With Deepwar AI + This mod - I have -297 (in the red) for the AI wanting to confederate.
That is quite frankly hilarious. Something must be broken, surely?
This is with me having almost 30 more settlements than them (They only have 2).
Deepwar + this mod already allows the AI, with a single settlement, to field 10-20 armies. I really dont think this mod should be touching the diplomacy ON TOP OF all that.
Removed several no longer needed db entries/tables
Added entries from my internal group difficulty mod to my public facing four
hopefully now no easy steamrolling with MarineCarmine's norscan berserkers & huskarls + my Wulfrik mod(which gives him Archaon's animations, his burning sword and eyes which look really cool on Masked Mustachios's Wulfrik Reskin + more mass and regeneration) hopefully AI will attack my garrisoned settlements too and hopefully end turns won't get super long lol
I recommend the following mods to achieve desired results:
Hecleas's AI Overhaul
My Aggressive AI Personalities mod
NNOBBs - Never obsolete AI lords and heroes
This of course would not increase "AI Stats" aside from increasing the rate at which AI lords/heros accrue XP. If you would still want AI stat increases, can simply use the in-game slider to make those adjustments
do you think if i just buff up ai armies, their units and their lords... it would have the same effect in terms of how aggressive and powerful ai factions are?
@888 An unfortunate side effect of the AI having more armies is indeed longer turn times. We can't make the AI 'smarter' in some areas, so have to make up for that lack of intelligence with brute force and numbers. I don't see that changing anytime soon, maybe one day we'll have a truly challenging AI that doesn't require cheats up the wazoo and multiple armies just to take on one player army due to CHEESE
Lowered AI winds regen by half (From 1 to 0.5)
Tidied up/removed some non-pertinent tables
Tweaks to rebel armies
Corrected research bonus tables for AI
Removed tables that conflict with Hecleas's AI Overhaul
Cleaning and Polishing
Updated "required" mods list
This and that, yadda yadda
Is it safe to switch between your difficulty mods mid-save? For example, switching from Light -> Hard.
Thank you!
Agents will no longer perform actions on campaign map, will instead embed (mostly, some outliers)
Removed AI attack decision making tables, please be sure to subscribe to Hecleas's Ultra Aggressive AI mod
Effects should be immediate (1-2) turns. At most should take no longer than 5 turns to show results
Your mod looks pretty good and im willing to try it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3046687417
I'd say its on the level of hard - very hard depending upon what you set the campaign difficulty to.
The tailored mod has more alterations/adjustments in it than what my four standard difficulty mods have.
Reintroduced Domain and Decision policy tables (Encourages AI to make best choices it can based on its situation(s))
Adjusted income allocation tables to encourage AI to spend its dosh, as it is usually swimming in it
REMOVED RESTRICTIONS disabling AI agent campaign actions - (Messed with AI special agent actions like doom engineers and etc). If you wish for agents to be disabled, please subscribe to an agent mod that does just that
Updated lightning strike disabling tables
I'm not quite sure I follow the second part about agents popping up around your city(s)? Are these your heros/agents or the AI's? Nothing I have changes hero caps/recruitment for human players
So should be safe, I'm not quite sure what "tables" are not working with empires expanded
I'm gonna try a campaign with your mod, but when I see Hecleas's mod description it says that AI mods are broken by Immortal Empires Expanded, do you know if your mod is concerned?
This *DOES NOT* mean I will not support my published mods. I am unsure which ones have been impacted and need attention, if any issues are noticed please do not hesitate to let me know so I can look into and rectify them
TLDR
I'm in maintenance mode for a while
Thanks for your reply!
but i think legendary factions are too weak. even weaker than minor faction.
maybe can increase legendary faction potential or decrease minor faction potential.
They are *NOT* required, but I strongly recommend them as they work in tandem with each other and this mod