Total War: ATTILA

Total War: ATTILA

Aggressive and Historical Campaign AI for Advanced Players and Modders Updated!
Sheph  [developer] 29 Sep, 2018 @ 10:53am
cai_task_management_system_task_generator_groups_generators_junctions_tables
There is some discussion that this table doesn't work or do anything. I have seen mods where the modders claim that the values should not go above 2. Some set them to 999.

Obviously, higher values means higher likelihood of taking on that task.

I have balanced this table to try to keep the ai from doing the dumb things it general does:
Positioning armies across the map from its home base, not defending or following through with recent captures, not doing much at all and just camping out at one's border, building massive navies, overusing agents, raiding and sacking.

I am guessing that it is best to limit the task value total of each generator group below a certain value total. For ex, assign high values for aggressive actions to aggressive groups, but give them low assignment values on less aggressive tasks like defending threatened regions.
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Sheph  [developer] 29 Sep, 2018 @ 10:53am 
Opinions?
1.2 basic_no_regions_task_generator_group CAI_TMS_TASK_GENERATOR_REGIONLESS_FACTION_FORCES_SHOULD_ATTACK_LOCAL_REGIONS

Why not set it higher? I think that this causes rebels to attack settlements prematurely. It is 1 in Vanilla. However, there is a problem with damaged hordes lingering off coastlines. I think the rebels are more important.

What is a defensive_out_of_the_map_power? It appears to be assigned to the Byzantine AI in vanilla! That's it. See personalities.
basic_no_regions_task_generator_group? Since it lacks a faction personality, I assume this only applies to factionless rebels.
Sheph  [developer] 29 Sep, 2018 @ 10:53am 
I read one modder claim that setting CAI_TMS_TASK_GENERATOR_ATTACK_RECENTLY_SACKED_SETTLEMENTS
to a negative is wrong because armies often get stuck within the area of control of sacked settlements and sacking is the only way to get out of this. What is the truth to this?
Sheph  [developer] 29 Sep, 2018 @ 10:53am 
What is your thought on CAI_TMS_TASK_GENERATOR_ATTACK_PROVINCES_NEIGHBOURNIG_OWN_REGIONS_ABANDONED
as a way to force settlement of abandoned regions? I have seen it set to 200plus in many mods. I see it working well enough at around 1.5 and worry 200 will not be recognized. Besides, the abandoned regions in most games that use the raze reduction mods are in regions frequented by huns. It should not be a priority to build a settlement for the huns to raze.
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