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I'm certainly not asking to do anything about diplomacy or anything, just pointing out what the most important AI problems are.
Mods with AI complication just don't exist. If anyone could do that, a lot of people would be incredibly happy
As you yourself said some solutions:
1. I only let the domination (is that land size victory?) and lone survivor victory in settings
2. Small(er) map size, lots of players, Pangaea is king
3. if with diplomacy use the modifier that degrades relationships by 5 each turn
4. Set teams for instant wars. I found 3v3v3v3 or 6v6 (or 5v7 ;) entertaining.
5. max difficulty AI of course
Ok, this is AI behavior I think I can't really touch. Diplomacy was never included by this mod.
Spells on strategic I had some AIs do it quite freqently, but more with lower tier spells doing a bit of dmg to my armies right before they attack.
The one time I actually played a (forgot the name) land size grab victory, the AI gave me quite hell for the next 15 turns.
1. AI very rarely attacks.
2. AI almost never declares war (passive). All these AI personalities do not work, up to 40-50 turn you can play calmly. AI will declare war only if the player will build around him and give him reasons to war. So the only way is to play in teams, against a large number of AI (then they are more aggressive from the start of the game).
3. The worst thing is when you declare a magical victory or unity victory. It would seem that all AI declare war on you, and should go exactly on the points of interest, and you expect that now there will be some game like Tower/Base Defence, but no. The AI will attack forts, castles, but not wonders of the world, and it will start attacking 5 moves before victory.
If you think there are issues again with AI passivity I can have a look at it again, though ...
The game had updates that also changed the AI. It would be nice if you updated your mod. I don't know how your mod works, but maybe it replaces other parameters with the old version.
Hey, I finally found time to look into it. And the new packs for the DLC don't seem to contain overrides for the strategy personality traits. Meaning they should work same as all other lords in terms of aggressiveness.
I have updated the mod without changes, maybe there were some issues with the DLC drop or something. Maybe that fixes it?
But you said that some dragons were already fine, so I have limited hopes on that.
As I still don't have time to really playtest it, it would be nice, if someone could report on it.
Didn't have time to play since DLC drop! But will look into the new lord personalities in the coming days and fix/add it!
I remember in planetfall tested an IA more agressive.
The problem is that, as a human player, I've adapted to this AI, and even though at first it seemed to cause more problems, in the end I played a little more defensively to make it lose its units and then I'd laminate it because it no longer had enough defense to stop the counter.
In the end, this didn't necessarily make her a stronger opponent; in fact, it made her a weaker one.
But I suppose a human will always have the upper hand as long as he's able to adapt to predictable behavior... AIs still have a lot of progress to make.
Nevertheless, the games were a little more interesting.
Once you got the steps down, adjusting/creating simple value-change mods is really easy. I kinda do it like adjustiing game settings each time before I start a campaign. But I can understand that you don't want to start with it.
I think the name is very apt for the mod. It doesn't buff the AI, it doesn't affect vassals actually, it doesn't give the AI more troops it just makes it desire more bloodshed and conquest -> aggression ;)
It has to be some other mods that messed up with ai army power.
Maybe you would consider a different name for this mod? Like 'more active vassal ai' or 'fix passive ai'? I thought this is a difficulty increase mod until I searched every mod available and realized this is the one I've been looking for.
This mod is a must have that no one knows. Thanks again for being awesome
Hey! This mod should not change how many or how strong units the AI recruits, just how it uses the available ones. I think^^
If you want to tweak it and are willing to make a personal mod for yourself (it is fairly easy actually), the modified game files are in the description and if you open the mod in the modding tool and then the files, the changes are highlighted. I've been quite excessive with the numbers and liked the result, but you can try turning it down. Not sure it will fix your problem though.
Seemed to work in my one MP playthrough
Level 3 is the caldera?
Funny, cuz even in vanilla they were quite active there in my games^^
I'm not completely sure, if the campaign lords are affected, I think they should, but there might be some underlying story scripting changing things.
And it only increases AI agressivenes, and doesn't change their overall behavior. So large distances still prevent them from attacking too often. I recommend smaller maps for a challenge.
hey! As far as I understand, rpk files are only in the mod, if new ones were made. But this one only makes changes to existing base game rpks, in which cases it doesn't save a new rpk, but just the edits.
If you open the mod in the mod editor and then load the two files from the mod description out of the game pack file directory, you should have a marking on the data base entries, that got changed by this mod.
Usually mods have the RPKs related to the mod, did you pack it somehow differently then most? Was trying to learn what settings you adjusted to make this work. Its a great idea!
Hey, this mod doesn't give further bonus to the AI. What your experiencing is the normal power of an very hard/brutal AI. On max they get about 50% reduction to every cost you could imagine. If you wanna look it up, there is a mod "Difficulty Settings Explained", that adds ingame tooltips to the difficulty choice.
Without this mod you maybe don't notice the amount of enemy stacks as much, because they sit with 20 stacks on their capitol and do nothing and only come at you full force, once you invade their lands.
This mod just changes like 5 values per personality group. I'm happy so little is already having an effect at all^^
Short answer: No.
Long answer: If I understand it right from what I'm seeing in the data files, vassals follow the same logic as monster spawners for their roaming/attacking armies.
There are setting for spawners that at least can reduce their spawn intervalls, and I'm experimenting with them right now, but it seems, as if all spawners are currently linked to the default setting, even though different ones exist. Meaning, if you put free cities on steroids, you also put monster spawners on steroids :/
But if they actually attack you, they at least have the potential to kill you^^
But if someone is willing to try it out with activating it only later, plaese report your findings :)
The main thing I wanted to tackle, was the AI sitting with gigantic armies on their cities and not even moving to the enemies they have war with. And that I have not observed again, yet.
I could imagiine though, that an aggressive placement of outposts, that aren't really meant to be cities, is a part of their strategic offense behavior. As such it would probably occur more often with the mod.
@nerexa does this effect building outposts? They settle direct on my borders, even bettween 2 borders of 2 cities with almost no space left
Now this mod doesn't make the AI smarter or stronger in any way, it just makes it use the units it has more offensively. Its economy will actually probably be worse, due to the need to fuel its war maschine. But it can make better use of its numerical advantage.
So without resource cheats it will probably be a pretty underwhelming opponent.