View Full Version : modding discusssion
w0lfshad3
11-08-2005, 04:25
Well said angryminer, u have good knowledge of the game but:
(keeping in mind that my goal[need] for the game is to have it more balanced and more agressive)
- one thing bothers me the most : enemy army stays inside walls but it doesn't get its archers into the castle with or w/o walls... it makes it very easy to criple hes ranged units and win the whole siege like a regular battle... it the most stupid thing i've seen so far about the AI... i always get my archers inside the castle on the towers(they have bonus and protection there).
- i agree with rebels/loyalist changes tell me plz if they really work so i'll add them to my game... the defs meaning are rather hard to pinpoint sometime.
- i enforce upon myself some ironman rules like not having more than two of each kind(court member) except marshall who i discovered a new rule wich is not having more marshalls attack a country with has lesser provinces than my number of marshalls
- having seldom ticks doesn't mean he thinks things over in the meantime:) and make better decisions. Even if you overwhelm an AI(except if u decide to use some ironman rules like no loading and no attacking it depends: he can rush u at one of u're castle instead practically changing provinces, or, he can reinforce himself the battle. The only things that AI lacks is knowledge on how to build and army effectively. In my games he makes some good moves like flanking wich i didnt expect once :), but what he's worst at is not making mass attacks when mostly he should. He made that flank attack when i lowered the ticks to what they are now and he reinforced more often too and overall he build more than usual "hard settings"... i watched Byzantia making more trade potential than ever, meaning it built the right economic infrastructure for a change.
The other changes are just u'rs to make but i can't use them in my game :), nevertheless as i said they are good for a multiplayer campaign mode :go: (we can't hope of sunflowers to ever make something like that tough its very unlike them :rolleyes: )
-building upkeep means it will cost AI too(and he always makes lesser income than the player)
-having the scale->plate->etc means more troble for the ai to build the right thing
(i wonder if he really makes decisions based on realm provisions(i.e. if it can support spearmen it builds spear building... i don't remember right but he also makes the wrong choice like buiding that where theres no need)
-modifying upkeep means the same... i only tested once and it was enough: setting marshall cost at an almost impossible rate made AI disband all his marchalls and the thing is the AI always build less marchalls than me(and i don't remember having more than 4 or max five)... even France had 2 or 3 marshalls the most( now i don't know cuz i didnt attack it no more... but i noticed in fog-of-war large ammounts of pillages[not] revolts... i can make the difference)
-same upkeep problem with teh army consumption, works for AI too or better said i don't think he has teh definitions to make judgement based on a cost on resuplying so he'll resuply or sit dumb not knowing why he can't :biggrin:
-same with governors, AI always makes pooor money choices
-kingdom power penalty changes is a rather good coice never tested it tough i remember based on AI's personality he makes rather good choices regarding kingdom strenght
-AI uses all the court and its a real blow for kingdoms who conquer different religion realms to use only 1 or max 2 maybe clerics.
-the thing with spies is when to build them :in a clean game, almost to the finish everything i recruited was a spy :D... probably is the best choice for AI to make since he couldn't even tpouch me anyway else, and in the early game the have a fair chance of failure/beeing caught like 66% and i agree(if u can keep u're hands of the quick save/load buttons :rofl: )
- i looked in the files and i think governor bonus adds are far from enough... i don't mind if use some of mine :rolleyes:
-nostalgy cost doesn't mean anything... i just lower taxes( i think i should triple them in my game to make them worth while :D... i never use books to remove nostalgy i prefer upgrading and so should AI)
- i fail to see what honour has to do with anything :biggrin: even then it was least applied and it was more of politic etics and interests... besides i like seeing europe in flames as it probably was not as a peace garden :biggrin:
-in one of my games after i made these small changes a near Hungary kingdom Bosnia or Bohemia dunno conquered 4 provinces in a row(wich means it had that number of marshalls... i don't believe it had piety) and Wessex attacked Brittany with no less than 3 marshalls(i saw them cross the channel). Ussually if u start with Wales the first good thing u manage to get is longbowmen adn if u leave right away u can't create but a 5 longs and 4 peasants and u'll get overwhelmed if u are attacked at once with 18 peasants(not to mention the 2 marshall knight squads... the arrows will be depleted around the time u kill like 75% out of the first army, of course if he doesn't hurry u can camp)
- the improved cost on units mean the same for AI
- the power or the cost of the longbowmen is rather balanced for a type of game but since the AI prefers normal stupid bowmen(even if he can build 3 bowmen for each long one u have) we must determine him to have more money thus more army or build the right set of army and buildings.
- lol btw is quite a good choice hiring peasants not swordsmen because if he would use archers he would kill some of his himself and seconly he can send against me 6 peasant squads instead of 1 swordmen wich is far better regarding the money :)... food or population never goes in the minus zone :wink:
- with higher tick ammount i see even crusdes grew up in number and frequency, one time Papacy conqured Austria and the whole Alps region :rofl: never saw that before.
So what i need to know is how does he make the decisions on what to build and make him play like i do at least improve the chance of him having a better queue like building war-time or peace-time. The buildings sets mean for AI a must or a maybe?
Illuminatus!
11-08-2005, 06:04
I can't speak for AM, but here are the files I know (or at least am fairly sure do, anyway) affect AI strategy for building structures and units. Building construction, building cost, unit cost, check times, and building "levels" all directly or indirectly affect the AI's unit selection.
defs/economy/ai_build.in2
defs/economy/buildings.in2
defs/economy/town templates.ini (to a limited extent)
defs/units/military/army_units.in2
defs/units/military/units.txt (you can copy+paste from the .xls to the .txt)
defs/difficulty.in2
Angryminer
11-08-2005, 11:59
@ defs/economy/ai_build.in2
The AI tries to follow the steps there depending on it's character (a militaristic king will be more likely to build some military structures, f.e.). But all in all, it looks rather random if you bsswitch to an AI kingdom and take a look at their constructions.
Only in wartime the que is followed rather good. Though this only works to a specific extend...
@Wolfshade
1. Nothing moddable about this.
2. I want to give the rebels&loyalists a general redesign. I don't think rebelions are realistic in this rate.
3. The military tick defines the rate at which a marshall on the worldview overviews his situation and makes a decision. This decision is highly based on random calculations and thus the AI will often make different decision with every tick. So a low tick-time has two effects on gameplay:
a) The AI can react faster on it's situation.
b) The AI looks undecided when the tick-time is too low.
The setting in vanilla-KoH was too high. But a tick-time of "1" or so will also not enhance the game. The best value lies somewhere in between.
And about "in my game"-experiences: No game of KoH is like the other. To determin the AI's behaviour you should spend about 100 hours (10 games with each 10 hours) in the game. Then you will also find out that sometimes byzantia rises to 25 provinces-empire and sometimes fails to withstand it's enemies longer than 15 minutes. At the same-tick-time and other settings.
4. Actually the AI often makes more income than me in GoG.
5. The armory->chainmail-chain will allow the AI to recruit high-quality troops that it otherwise fails to achieve because it has filled the whole city with buildings that it doesn't need and now has no space left for the plate-armorer (for example). Due to the ai-build.in2 and random-building-behaviour this works very nice.
6. In GoG the AI uses a maximum of three marshalls. Which is completely a-historical because a medieval kingdom had one and only one army. Two armies was an exception that seldomly happened in the whole medieval era.
For testing purposes I allowed the AI to have more marshalls for some 40 hours of gameplay. The conclusion is that I have no problems to destroy 3 armies one-after-another with one army on my side and the AI recruits more low-quality troops because it can't effort squads for all three armies.
The AI completely fails to understand the advantage of attacking with two armies at the same time. Due to this the player can easily overwhelm any number of armies with a small bit of strategy.
So my marshall-upkeep add to gameplay and realism.
7. In my local version of GoG there are no supply-costs since months.
8. The AI will never remove nostalgy using clerics. It doesn't know of this feature. This is one of the reasons why AI kingdoms brake apart so often.
9. The price of units was raised because the number of soldiers was raised by the same factor. Also, lowering the prices of soldiers also applies for the player :silly: .
10. Peasants are completely useless against any player. They will pose a high morale-penalty upon the rest of the army because they will surrender within seconds.
Also, when the AI can't effort the swordsmen it will wait until it can effort them. That is the behaviour I want and it indeed works great.
11. The military adventures of the papacy have nothing in common with crusades.
12. The average decision of the Ai is made by throwing a dice. (There are exception, as I said above)
Angryminer
w0lfshad3
11-08-2005, 12:35
Hey i found a cute side-effect for my settings on the farmer.
I wonder if levels are cumulative(wich i don't think they are as i defined them:
;0 +1 base
;1 +2 base, population birth * 110%, max population * 110%
;2 +2 base, population birth * 130%, max population * 130%
;3 +1 all farms, population birth * 160%, max population * 160%
;4 +2 all farms, population birth * 200%, max population * 200%
;5 siege * 200% (twice longer to take city with governor farmer), +lvl 4 feats
200% more pop means 200% more tax. Its worth having this bonus gradually increase in each level.
The weird thing is i don't remember if when i was testing u're mod(once) or several of my tests but guess what happened: i got attacked by 2 AI armies at once(sieged even). But sadly i observed in u're mod same thing i was talking about: tax and valuables making money only statistically get more money fore imperiums(they have more provinces thus more population and more chance to have valuables); the good thing is there is some balance to the game that makes imperiums be at war on several fronts mostly.
LOL i said i like rebels/loyalists but that was ridiculous: i got in one province u're max setted(4), btw rebels in same province help eachother? This only cripples AI cause rebels eventually get stronger than the AI armies :D
Dunno if u know this but what u set for [development] means he will actually build (money affected) exactly what u tell him to. Dunno if its the case for military buildings too... so i only left inn and hostel there. I made some statistics and u can make some you're self about the amount of types of military units in number and on map and i made some changes like this... they work(money affected too) so my last problem is how to make AI earn as much money o more than me?. It seems impossible cause anything i do affects me and AI too... Ai worst even :) The only solution i still got is the self-imposed ironman rules. Heh it was up to Sunflowers to deliver an unbalanced half-baked game and ruin the idea :D
The tests i made showed that AI in u're mod(well i made one test only didn't build to teh stone icon castle by turn 500) where in my game half of europe started looking like Rome. The AI has something else built in: a predilection for spearmen and actually he has knowledge about building armies... i was attacked by half spears half bowmen... its just that he doesn't get enough money to build longbow and advanced buildings and if i trade i end up in ridiculous amounts of money liek (+900 with 2 merchants only) while he only gets an income between 50 and 150... u're way is the best way tough to balance somewhat economy in this game.
These are my changes to military:
; Castle level 2:
level1 = training grounds, axes master, fletcher, swordsmith
level2 = spear master, stable, armory, chain mail
level3 = swords master, halberd master, scale armor, plate armor
; Castle level 3:
level4 = siege workshop
level5 =
i made a test with this :
; Castle level 2:
level1 = training grounds, axes master, fletcher, swordsmith
level2 = training grounds, axes master, fletcher, swordsmith, spear master, stable, armory, chain mail
level3 = training grounds, axes master, fletcher, swordsmith, spear master, stable, armory, chain mail, swords master, halberd master, scale armor, plate armor
; Castle level 3:
level4 = training grounds, axes master, fletcher, swordsmith, spear master, stable, armory, chain mail, swords master, halberd master, scale armor, plate armor, siege workshop
level5 =
and it seemed it yelded same results : AI build its moneys worth and nothing more... he has real trouble sbuilding armory even... must be the prices, so downgrading like u did seems the right choice :) it should really boost AI and keep me leveled. BTW AI buys buildings? i don't think so ... it would be an ideea to remove the rush button too :)
I made some changes to domestic policy but as i said the ai will build exactly as it sees it.
Since i arranged it in tools vs cost vs use order here it is anyway maybe it would be of some use:
; Castle level 1:
level1 = inn;, granary, fisherman, hunters huts, toolsmith, brinepit mine, taxcollector's office, sheep farm
level2 = hostel;, quarry, horse breed, cattle farm, hives, hemp field, vineyard
;level3 = market, docks, pickler, parchment maker, spinnig-wheel, silver mine, tannery, dyes workshop, ink maker, butcher, wax maker, bakery, winery, tackling maker, weaver, stonemason, sculptors guild, tailor
;level4 = church, harbour, library, cathedral, merchant guild, admirality
i even added a few that were missing
w0lfshad3
11-08-2005, 15:41
LOL its obvious to me now that u don't play with"no pause" on. Almost everytime i get attacked the AI uses 2 marshalls. He might build bad but when he gets a mercenary camp he recruits everything adn becomes really dangerous. The only solution i see is to play with only one merchant; that way i will not afford many things and it should be rather balanced.
w0lfshad3
12-08-2005, 01:37
it occured to me another way to ultimately fix the marshall problem:
if we can locate a variable like CurrentProvincesNumber we can use math like this:
UpkeepMarshallN = [(CurrentProvincesNumber - 1) * (0.2 * "upkeepcost")] + "upkeepcost"
where "upkeepcost" would be the actual cost "i.e 10, 30, ..."
so upkeeps like 10, 20, 40, ..., 2560(preseted, would yeld [0 * ...] + cost in formula) should be for 1 province kingdoms,
while 2 province kingdoms should have a 20% increase in upkeep like:
12, 24, 48, ..., 3072
so higher numbers of provinces would yeld higher upkeep for marshalls instead.
the cost curve goes out of hand tough and it should be attached a 0.2 * halfupkeepcost or 0.2 * ( 0.5 * upkeep cost)...
of course the formula needs refinement but this is it basically we just need a variable like :
"CurrentProvincesNumber" ... wich i couldn't locate :)
"but we have gold per town level instead :D that we can add it too the formula to reflect the overall development of a kingdom istead and increase upkeep acordingly yelding reasonable prices always so all kingdoms should get same amount of marshalls vs its income :)" w0lfshad3 : i overlooked slightly that this is just a stupid definition :rofl: same below
"it can be done even per number of population since they pay tax for war and other taxes wich would further increase the use for farmers."
i see no reason why definitions shouldn't be actual expressions so gl i hope this gives u further ideeas on how to balance the game, i know i will certainly try :)
allthough i find it almost impossible to craft the way into the internal variables using just the defs :nono: we have to make some hellish formula using the current defs that would reflect the use of an internal variable like trade potential, number of populations or overall something. i don't see a way of capturing an internal value into a def either... so some1 who knows something about it plz work on it a little.
I personaly haven't succeeded in adding anything (scripts, new processes that were not in the game originaly) but units and buildings which were in fact rather "copying and renaming" of already existing files(units/buildings).
When I tried to fix trade income also to tax collectors(in econst.in2), nothing happened
Illuminatus!
12-08-2005, 19:59
I tried tieing it to harbours and merchant guilds, also to no effect.
On buildings though, I think you should be able to put in ANY .bmp files you want, as long as it's named correctly and it's the correct size. I added a "Silk Merchant" upgrade from Tailor, used the Tailor main image (the one that appears in the buildings trays before and after its constructed) and added some minor details to *just* the main image. I didn't have to change the .rle or the small versions to avoid errors.
w0lfshad3
13-08-2005, 05:52
the best and fastest way is to disable "promote trader" command from soem menu file... it would really balance the game between player and the AI :D but u'll have no trader at all, even if u remove the trade and stop trade buttons from the trader u still can't ... trade not even for goods wich sux.
and for the expressions u can make things like golpervaluable = goldpertrader + 2 (2 is gold per valuable originally) wich is rather useless cause i didn't notice any gold made from traders in this game. Its absolete and i'm sure of it cause i know AI gets merchants adn trades.
there are lotsa absolete thingies in this game like the setting for cleric "books", actually the base works books does nothing.
if u increase upkeep or if u make hiring cost impossible u will make the ai use court as traders or have none at all wich creates a major fluke in his income. as i said u're only option is to play with only one active trade route(one trader for gold) and use the other one as merchant governor out of 2 max (for player AI should have as many as he can) when u seem fit(my ironman rules)... and i have found no way to enforce this except free will :D; removing the "promoting to merchant" option doesn't affect AI at all.
added:
level1 = inn , toolsmith;, granary, fisherman, hunters huts, brinepit mine, taxcollector's office, sheep farm
level2 = hostel, horse breed;, quarry, cattle farm, hives, hemp field, vineyard
;level3 = market, docks, pickler, parchment maker, spinnig-wheel, silver mine, tannery, dyes workshop, ink maker, butcher, wax maker, bakery, winery, tackling maker, weaver, stonemason, sculptors guild, tailor
;level4 = church, harbour, library, cathedral, merchant guild, admirality
so every ai must have inn, toolsmith (+2 tools as u did), hostel and horse breed!(AI doesn't build horse breed until its too late but he builds stable anyway :D so this way i make sure he builds horses and he does in my games with my mods about turn 450-500(that 500 ticks), never played tough yet and to see if he recruits too... he is rather slow adn after 500 turns he gets to mastermithy adn halbersds and stuff. (well i think i should enforce even more rules on domestic policy to make him build right and keep up btu for now i think these are enough) - he actually checks for avalable army type i think he builds stuff where it should be.
wich personality things are for wich i didn't quite quess meaning realmbuilt and stuff but those setting work somehow(incresing some made a slight increase in overall buildings built, other times western europe didn't make it to level 7 as it should in 500 turns i guess it depended on game and settings)... i only used the realm settings in there.
w0lfshad3
13-08-2005, 06:00
u are right about armory->chainmail-chain thing wich i added to my files btu i can't use political view to see if ai build 'em or not anymore in my tests :)
again i'm tellign u in no paue mode makes ai ussually attack with 2 marshalls too.
tell me plz how u made him behave so nasty tough, with u're mod he's even more aggresive than mine :D i was chased all over the place and actually it ended up in a 2 v 2 marshall fight :D (and mine were fresh ...yet i beat him but with 50% loss as it happens cause i attack very early with 5 archers 4 peasants(now that i incresed squad size too archers don't have as mush effect as before).
w0lfshad3
13-08-2005, 10:16
found an interesting constant in:
\defs\Screens\PlayWnd\top_toolbar_close.in2
;max nobles per side
max_nobles = 2
i wonder if it works :)
there seems to be an awful lot of disabled thingies around :)
w0lfshad3
13-08-2005, 19:45
i did it i rebalanced the game! :))) thanx guys for all the work i could depend on while researching this rebalance.
Even its rather untested practically i tought through every aspect i used and surprise:
Even from early game 2 marshalls from Wessex marched through Wales(mine) to Ulster yelling "We will take what is ours!" a few ticks apart from eachother towards same goal :D
Now u can have trilions of merchants and income it doesn't matter, i adjusted inflation in a way that u don't get more gold than best AI in the game(adjusted all prices accordingly should not be any bugs, and lots more inspired from curent mods :) ... AI builds liek crazy and now it should fight good too. Even u have a few easy victories in the begining and seldomly more as not all kingdoms are lean and mean, the AI will have better and better armies as u try to win. I can't wait to play my own mod after i spent whole days learning the ins-and-outs :)
w0lfshad3
14-08-2005, 14:45
any1 knows waht these do exactly?
RealmSurfaceMod = 500
RealmPopMod = 2000
RealmBuiltMod = 1000;100
RealmResMod = 100
RealmProdMod = 1000
RealmNeighboursMod = 100000
RealmHarbourMod = 100000
smells to me they are "building" personalities of course but wich one does what exactly? :scratch:
Angryminer
14-08-2005, 14:48
These values influence the value of a province to the AI. According to the values the AI will prefer to conquer provinces that directly neighbour their realms or lie directly at the coast.
Angryminer
w0lfshad3
14-08-2005, 18:02
oh lol then i'll leave them alone :) they seem better as before
btw this game seems hopeless sometime:
i put a spy in Bizantia and it was at peace with Abassids... but the marshall that was actually my spy kept bouncing in a battle with an Abassid army fighting , retreatign and so on. The Abassids were retreatign sayign they want more army alltough they had max units they walked away and returned imediately. I should've used 10000 ticks to get rid of that... it just stupid i had to call my spy to relieve them of that nonsense :) Who knows how much dum things happen in the fog of war... i'm thinking of letting only family being able to trade and making only 1 spy available at first... computer seem to make the stupidest choices no matter what i do to him.
my mod only succeded like this:
AI builds like crazy alltough he build rather stupidly but better than before(a lot)
AI fights with more marshalls now(not always)... i saw him chase a rebel with 3 marshalls :D(France)... but sometime i see he doesn't recruit anything at all (alltough he has tons of money and population and obviously food too)... dunno what i did exactly but he doesn't seem to plunder or attack as much lately... hmmm i'll remove the 1000 instead of 100 on that personality thing. The other settings are just economic and they work they shouldn't affect military choices very much.
I putt al military files now(as u did) cause it seems w/o them AI build far less army for some reason.
BTW there is a typo in towntemplates even in original "iweight" instead of "weight" and i removed the "i" now that town template works. I think i saw it in u're mod, check it out. :go:
HireMercenary = 1000 seems useless to me...
w0lfshad3
15-08-2005, 11:22
Since no1 is playing my balance mod i went and play the GoG mod to see if mine is as bad as Illuminati saiz it is :biggrin:
Well... sorry angryminer but GoG actually makes it easier for me... i took Leinster and East Anglia in a row with just 2 longbowmen and peasants w/o fighting myself and not losing any squad(well i know when to leave the quickbattle go because it actually gets me fewer loses(i meant none :biggrin: ) ;the AI isn't building anything... in all England and Ireland only Munster was building something in about 500 turns. As for rebels they didn't bother me at all... they plunder i leave them be i stay and let them siege and lose... or becaome famous and attack some other countries who they actually take over :D thats about it... i exited cause i realised i would actually win teh game in no time at all... making far more money than the AI and beeing able to concentrate at only 1 marshall i could play at 2x 4x speeds with no problem :biggrin: too bad no1 tries that in my game :D they could take over England quite easy if they are lucky and Wesex or York doesn't freak out in multiple marshall raids however the player luck ends about here when facing a continent empire.
I hope some1 will play my latest update or i won't update it no more... its pointless; i guess gaining some fame around aids in this and that exceeds my reasons :biggrin: Thanx for laying it out for me, it was quite hepfull having a 3rd opinion between mine and the original in this game; it also helped me pinpoint the major things in modding the game very fast :cheers:
Angryminer
15-08-2005, 11:50
1. Yes, small kingdoms have a bad time in GoG. That's intended for the sake of realism.
2. No, GoG doesn't claim to be harder than the original game.
3. No, GoG doesn't claim to be fun.
Angryminer
w0lfshad3
16-08-2005, 20:34
Now i really did it!!! I employed GoG trading system into my own mod and had the best
experience since i ever played this game. AI always uses 2 marshalls now!
Here is how it went: started with Wales as usual, it took me 300 turns to build
4 bowmen and 5 peasants(mostly because of gold) and went to attack Highlands.
As i arrived he had 2 marshalls(one with half army because he had no more population[allready at war with Ulster]
wich i defeated rather hard[he didn't build peasants but axemen wich are cheap now]). I followed my better judjement as it proved later and plundered
insted of sieging to wait 'till i get 2nd marshall(wich happened faster of course with the help of a mercenary camp[now i was out of population]).
Finally I got to Highlands and sieged with 2 marshalls and guess what? Altough he had only one marshall in the city(killed one while trying to get to siege)
'till i got to the gates he built another(the secret is that marshall hiring is 0 also upkeep :) and he did get another population in the meantime and he recruited a swordman.
the totals were [me: lots of peasants lots of archers(but less) 2 vikings and a swordman(and of course the marshalls);
[he: 3 town guards, 1 swordman, 1 peasants, 2 marshalls and the king(he's only province). The result is i had 66% health after the battle and just because i did something:
I managed to get all my archers into his castle's tower :D(stupid AI i told before he doesn't care about his castle thus i breaked to the door nearest to the castle entrance)
Ok i got the province wich took pretty long since the score was "winning" and i don't let
the army fight alone in these situatuions cause it would've resulted in heavier loses meaning many squads lost
(like this playing my best i only lost 2 squads and some health on the others[even higher health lost i care about experience]).
Immediately after a loyalist apeared so i went to fight him. As soon as the battle started a rebel appeared nearby
(it was my 2 marshall armies 66% vs a loyalist 100%) and guess what? The damn rebel came to help :D wich resulted in
a "balanced" situation so i retreated. The rebel even smarter immediately fortified and since i could only hide one army
in the castle and the other taking useless damage while fleeing i had to load :D. Second time same story only this time
a loyalist appears as a second army so with the help of the castle i managed to attack faster and this time i won.
My heath was about 50%+ and i had lost 4 squads in total. It was in the hardest situation i ever faced against the AI; it was
beautifull :)
Then against my better judgement i attacked Leinster because he had valuables and political situation
allowed. Well as soon as i managed to get one of his provinces(very easily) he poped up with 2 marshalls.
One he left in Highlands and one went seaway to the province i just conquered so i rushed towards Highlands to defend.
Well the stupid thing he did is that the army left in Highlands he fortified but as soon as he saw i was targeting he's sea army
he changed direction and ultimately managed to avoid my 2 marshalls(that had to be on purpose :D) i saved and exited but it was clear what followed:
I had to chase the sea army on sea and on land 'till i got it. Th newly conquered province allready had a rebel and if i would've eventually
caught up with one the other would've attacked Highlands eventually. Either way(even if i would've split and went with one army after each i couldn't played myself two battles and even so i would've fought 1v1)
The thing is that AI always has 2 marshalls now no matter how poor he is and no matter how much u kill his armies he would spawn more till u get his provinces or make peace :D
Needless to say the situation on the continent was gettign terible for me :D Brittany allied with France both of them getting more inceme than me: +60 respectively +80
against my hardly earned +50 :) I guess i'll play this game several days.
******************************************
Played some more. The army that was in Highlands retreated to Strathclyde(Leinster's 2nd province).
After clearing Leinster home land of no less than 3 lotylists i reached Strathclyde.
What do u know :) i let them fight automatically and i lose 5 squads(he managed to get a feudal knight from a mercenary camp).
It was a battle vs my full 2 marshalls and he's 1 full marshall and 1 empty marshall.
The empty marshall escaped at the end of the battle(and he recruited another right away as he should :).
Surprise! There was a mercenary camp in the province and the marshall that escaped recruited everything so
the mercenary costs in econst.in2 actually is a chance of AI recruiting from camps(he had about 40 gold not enough to recruit even one unit from that camp)
so when he saw he was in danger he made the right choice after all :D. Damn he's gonna pawn me with 1 marshall only now :D (i mean 1 full marshall at least
cause he will attack with even an empty one - he has to have 2 :) not to mention the king).
w0lfshad3
16-08-2005, 22:21
Ok angryminer sorry about seeming to impose my ideas in the first post of this thread :D.
I think we should use our best ideeas in common(or at least i am :D).
One thing in short : 2v2 marshall thing works now as best as i could fix it or can be fixed; in my first game with the new mod i faced 2v2's like 75% of the time(including rebels loyalists) but mostly AI's marshalls.
I got overenthusiastic about modding and wanted a mod to work as i wanted :) thus i created mine and i had a lot to learn from existing mods.
How about we join forces and make a medieval WW2 :lol: mod sometime? :cheers: thats the only thing left to be done when there won't be anything else to mod in this game :lol:
w0lfshad3
18-08-2005, 14:27
I need to balance things some more but i can't find where to edit the vassalage tribute income, some help please ?:)
Now its about 50% judging from the eye i want to make it 34%.
vBulletin v3.5.4, Copyright ©2000-2007, Jelsoft Enterprises Ltd.