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As with the other one, its already included in better Ai Mod ^^
I really dont know anymore, it's been half a Year, since i played around with those Values.
But i tested them all.
Maybe it wanted to get sure,that they do, and it works.
Thats what matters :D
Thank you Fides.
All mods i made, consist of things, which annoyed me the crap out of this game.
Vanilla this game is so plain stupid programmed -.-'
I see only trouble ahead for TW Warhammer not being moddable...
You can only manage the behaviour of the factions which are nomadic (standard_horde), which are in horde mode (settlable_horde), which are regioned factions (standard_regioned), and which have no regions, but can't be a horde (no_regions).
You just misunderstood the sentence:
If there are razed settlements, they will go their and settle down...
Can be seen especially seen by factions in Russia and the East Orient, as they are colonizing very early the razed settlement, which are implemented in the campaign start.
if you know a way around this then shoot- becouse itd be quite simple editing, but highly rewarding gameplay changes
huns, grouping together alittle more, and raiding primarily ie stances, but occasional total destruction of capitals. and raids on towns. with overwelming numbers.
eastern's, primarily capture, or raid. large groups.
barbarians primarily raid/ capture. large to med groups
romans, capture. large to med groups
nomadics, raid/ capture. large groups.
- the idear simply is. each sub faction has a combat/ campayn fighting style.
thing is so far ive only managed to achieve this through editing the start.pos. the issue being- its one main mod at a time.
what id idealy get was a mod that covers this that isnt prone to needing constant updates.
my goal was to have a agressive, prouductive ai that when provoked responds. but also acts rationly. and dousent "nuke" a area with yeilds good welth, but insted raids, in large and small parties. ie vikings - small bands of raiders to attack unguarded cities. that then upon raiding return home ect. by large groups i mean mroe than 1 army =)
issue ive always had is getting each "type of civalisation acting accordingly to waht rationly they would do -
ie vikings raiding small unguarded towns mainly. with half sised armies and for large raids full sise armies-
no interest in capturing or rasing. just raids.
Regarding France:
Most passive behaviour comes from no war, as france for example like the WRE...
when there is no war then they won't conquer it :)
And many AI are set to passive and/or defensive in vanilla...
CA did a strange job with AI, more or less simple tweaks, which can be altered by modders...
But of course, i can make a simpler mod, with more aggressive AI behaviour out of this variables... ;)
The passive AI is a vanilla only problem.
There is a big mod out since rome 2 (now for attila) which makes it very aggressive, many people just don't get it, because it's not in steam:
http://www.twcenter.net/forums/showthread.php?680880-Download-Better-Aggresive-CAI-for-Attila-V-3-8-4-Official-Release
There is even a Radious compatible version of it.
Because Radious doesn't alter the AI to that aggressive behaviour, as this mod completely changes the AI from passsive-aggressive to a berzerk-aggressive.
With my variables changes in this mod they do colonize most of the time.
ERE colonized 2-3 towns in one turn in a random game.
nordic factions never capture/ rarly- mainly raid. same as celtic. romans attack/defend nomadics rase and raid. never capture eastern cap, raid, barbarian raid/cap
issue ive found with my own mod of this feature is, i find even when edite dthe list of priorities the ai do colonise, correctly. but they ofc not immediatly- say within 10 turns.
,issue i find is, arab /eastern states raid far too mutch. and never capture. and even when ive edited this , they still havent acted quite right.