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But this requires that each of all heroes in whole game gets the same package of hero skill. Say at Level 7.
See mods like Empire mod from Der Mentat or Ayalin mods. Their solution is of course to restrict and divide separate paths of different skills for Dreadnoughts for example to specializes in.
Another solution might be to adapt specialization like in this mod for leaders
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=518106579
I think I'll just ride with it. I have since been paying attention to what heroes are offered, making the necessary changes and then rolling back. It's crazy how many Necro heroes my ally ended up with. All but the leader is necro 6 in total..
Follow-up question if I may:
I may have made the mistake of customizing a leader using a Malevolent base. Just through the in-game options. I'm not sure how that actually works but it turns out my ally is pretty evil, which is not very cool.
Don't suppose there's any way to change her morality in an existing game? I know you can set it in the rpk, but this is slightly different as she's a custom leader. Maybe profile or save-file editing?
A Benevolent a.i leader would prefer good things to boost peace keeper skills required for good alignment.
A neutral a.i tries to stay neutral to benefit from greyguard.
This is due to the morale penalty otherwise.
I do not think it can be altered in mid game. Maybe it can if you apply it midgame and update mod to Benevolent so he does opposite things ally.
I gave her Creation adept to stimulate benevolent alignment growth and no negative alignment skills. Still she is somehow quite evil. Makes me think the behaviour type or morality does carry through from whichever base you use for custom leaders.
In desperation I tweaked the base leader to be Benevolent, though hopes are slim that will actually do anything.
Damn it to hell, I can't believe I screwed this part up lol.
But then a.i might survive. But it does not offset weaknesses by using creation adept.
It will most likely get a chunk of evil boosts, priority of declaring war with independents instead of vassal cities etc.
My question was whether or not behaviour type carries through from a leader *base* to a customized leader and if so what can you do to govern/change it.
Seems we've already concluded we can't do anything about it. I still don't know the implications of using a Malevolent leader as a base for a new custom leader. By the looks of it, it uses the same morality as the base you use. That or its completely random.
I do know for a fact that leaders always follow their designated morality as set in the rpk record. Going by my ally's behaviour she is using a Malevolent base. This really sucks.
I thought you created leader through the mod editor. I dunno if it perhaps preset on "Malovent" which is unfortunate if it's in the game. My guess is that a workaround for this is to use a base of a benevolent leader with peace keeper.
However I think your the first to encounter this issue. In that case it's possible to look on a leader for default settings in mod editor. Either it be in lord or default hero settings when defined. I do think its unset as default. But generally otherwise all a.i custom leaders would suffer from the same issues. I usually only play with predetermined leaders while my own leader is custom.
Yeah sorry, maybe I could have been clear on that.
My mistake was that I used Shnaga as a base when customizing a new leader and she has a Malevolent morality.
All leaders have a designated morality in their respective rpk record. It's either Malevolent, Benevolent or Neutral. You can set and change those yourself. This I know because I've been rigging AI opponents to have an inverse morality to myself for the purpose of instigating war.
Seems I went about this the wrong way. I should have, like you mention, just made one in the editor, that way I can flag them to be Benevolent. In-game leader creation is terrible as you can't define this, as I have just learned.
So disappointed that I've spoiled this awesome map with a clash of personalities. All other AI on the map are evil and teamed against me and a single ally. I wanted to roleplay it so that we were both fighting in the name of good, but now I see she is evil too...
So it seems the leader base determines their morality. Will have to do more testing but so far I'm seeing 100% consistency between base morality and custom counterparts.