Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
I was looking around a lot to try and fix the issue of the AI not "seeing" the newly added skills. Thanks a ton for your help.
And thanks for the sisters thing. I did know something felt off, but never got around to finding out what.
Checking the files, I think the Morgawr naval unit cost reduction also needs "MultiplicativeStacking="true"" in there, so I'll go ahead and do that.
I'll test the changes right away.
AI might still be a bit wonky, but they will now somewhat properly skill the heroes.
I'll have to take a deeper look at AI some time in the future. Main thing I want to achieve is have the AI more or less "coinflip" vs they go down the racial general tree or the class general tree. I already did some work to that end, but I need to work out some... questionmarks. Like how the AI determines when a potential general is "army hero" or "army support".
Yeah, about AI values, keep in mind ELCP reduced the values compared to vanilla, I mean, strong skills have 0.4, weak skills have 0.1, etc, in vanilla values go up to 1. (I mean the values for AIHero, AIGovernor, etc).