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@Measly Peasant Did a quick look, and booted up a new campaign with just the three(no CTD) we do edit some of the same tables but both have proper naming systems in place.
Judging by the load order if not mistaken when you load this up, and their mods any changes they've made should over write my db tables, beyond that if there are tables(or entries within tables) we edit separate from one another those will just stack on top of each other without issue like any other mods would.
Overall I don't recommend using mods which edit same tables in case any hard to find conflicts(depending on the tables and what's being edited, this can cause all sorts of hijinks, but usually only see that with things like unit mods when another has over written its units table and broken its new variant mesh path(skin basically), set a unit back to vanilla values as edit one other thing in there for audio or something right), so also give this a use at own risk, but appears like should be good to go in this case
Real AI changes tho, as those are essentially just ways to effect culture or faction wide changes, are within the CAI tables tho, and specifically for us now the personalities table.
Modifying the strat components in that group of tables too is another way was typically done in the past, but I found it better to just not mess with those and assign personality traits(which use the strat components) to individual factions instead. Funnily enough I guess, this also another table where almost every faction is still set to default for many things, and that’s where went through and fine tuned them all loosely based on lore(didn’t get obsessive about it as solving passivity issue caused by editing strat components was my main priority lately, but prob keep going back in, tweaking this and that based on testing).
Also would this also be incompatible with the Less AI Cheating mod by Volcano by chance?
As for less cheats, probably same thing again just one table however some stuff to note; this mod zeroes out handicaps entirely and gives you full control of any game uses through MCT(clicky link if don’t have that yet is in description, just a mod framework essentially for UI options) and more.
As well to note RoC uses handicaps a lot like past total war games, believe it or not tho IE doesn’t in fact IE barely is even configured with the faction potential system. So imho, really not much point in a mod just removes AI handicaps, as basically none for IE.
I can't find exactly that but was looking at this mod and it seems to have the bias removed or reduced.
I'm not as interested in the other changes this mod does (I like to stick as close to vanilla as possible) and was hoping you could either make a separate mod with just the anti-player removed or perhaps tell me the key tables to edit (seems like it's cai_personality_variable_set_junctions_tables and/or cai_variables_tables with the changes you made although I'm not 100% sure that's all that's needed).
Brilliant mod btw, I did play with it a bit :D
Start off by just clearing out every thing in my mod but this table: cai_personality_variable_set_junctions_tables
Zero out all the values in there. Probably click pretty quickly what you're looking at too, just simple spread of difficulty and three primary "personality groups", chaos, ogre and default. For reference those are about 50% of vanilla values.
If want to include RoC, just look at vanilla table, again it's pretty self explanatory; they've just named them according to which campaign: main chaos or combined(IE). I left RoC out, cause just haven't time really playtest enough to make a proper change of any kind.
The mod that removes the bias says it doesn't work for IE yet which is what I play 95% of the time so I didn't bother with it. The author also indicates he won't be able to update it for sometime.
I didn't realize it was just that one table, that's fantastic! I think I'll start off with your values and tweak as necessary after a campaign or two.
And thank you so much for your help! I'll give you a shout out when I post the mod for public :D
I plan on just making a separate mod to keep things clean on my end. I don't want to be fighting myself and any updates you push out for your mod.
Did update one script and can run without MCT, so just leaving that off (until it’s been updated for MP), should work, apologies in advanced if not.
The other version needs a look over too, should be fine if worked before but haven’t had chance update it in a long time so user beware :)