Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I may not have understood properly because I am not from English culture.
What I understand is that you're asking whether using this mod makes a difference in building an army when the AI already has infinite money.
The answer to this question is No if AI's upkeep is infinite.
If AI's treasury is infinite, then Yes.
AI generates troops based on upkeep.
Let me give you an example.
AI's treasury is 1 million. upkeep is 0.
This AI does not create any armies in the vanilla game.
With my mod, the AI will spawn armies until the upkeep is 100,000. If the treasury remains at 1 million.
If the AI's treasury is large enough to cover upkeep and upkeep is infinite, then it doesn't make any difference.
This is a mod that allows the AI to use money efficiently, not a mod that makes it stronger.
Of course, factions that primarily earn money from looting and battles become stronger as they spend their money better.
Other AIs will also appear to be stronger as they spend their money more efficiently than usual. But that's what unleashed AI's potential, not what made it stronger.
If you want to make your AI stronger, use my other mod, AI Adaptive Buff, or use the integrated AI mod, AI Improvements.
Anyone tested it on very hard campaign difficulty?
If the patch size is small, the version number is not increased.
Of course, the patch notes are not shown in-game.
Conversely, if there are important updates, the version number will increase and patch notes will pop up in-game.
If you're talking about the patch that was just released, it's a bug patch.
An issue where buffs were not properly given to AI when there was an empty building slot has been fixed.
i know. i will apply another solution to them.
@cattlekiller
The AI will not recruit an army unless it has at least 300 gold for upkeep.
The Log function was added with this update, so if the mod doesn't seem to be working properly, you can turn on Log and check which function is causing the error.
@iDon'tSpeakRussian!
I think this update will solve the problem.
If it still happens, turn on the Log option and let me know.
Thank you very very much. Thanks for the detailed log information, I can find out what the problem is right away.
I will update soon.
I wonder if the patch bonked something up.
SCRIPT HAS FAILED - event callback was called after receiving event [FactionTurnStart] but the script failed with this error message:
[string "script\campaign\mod\ai_finance_control.lua"]:35: attempt to index global 'file' (a nil value)
I saved and reloaded ill let you know if it fails again.
I'll take a look.
I spend all my time on the mod, except when I'm working, but I still don't have enough time. Please wait a minute.
Added relevant sections to the mod description.
You can check the AI's treasury by using other modders' mods.
So normally, at least some AIs in my campaign to test it before the update comes out seems enough to either convert it, or having a high treasury, but it never displays it, so now i'm confused if the AI must convert a part of its treasury to make it visible through diplomacy or capital or not ? ^^' Sorry anyway !
Yes, that's right.
I'm still thinking about solutions for them.
thank you for telling me.
In order for treasury to be converted into income, the current treasury - upkeep must be above the threshold.
Does AI fit these criteria?
Can't see the effect in AI's capital when the conditions are met?
If so, please let me know.
Effect bundles and effects have been newly created. This won't be a problem.
The script registers a listener for the "FactionTurnStart" event.
This listener retrieves the faction's treasury, upkeep, and capital information from the Context.
The listener then retrieves the list of effects for every building in the capital and calculates the values of the effects that produce income.
Finally, create a custom bundle, then set and apply the values.