View Full Version : NotR (NR) Mod
Timotheus
04-01-2006, 03:09
Enemy marshals, I've noticed, will rarely get skills...
Yes, the AI is absolutely not smart in using and keeping its enemy marshals. Altough, rarely is a bit of an overstatement; I played a game where the Papacy had three Marshals with 6+ stars and the Mameluks had one 14 star-marshal.
Obviously, they lost from my fully pumped marshals who worked together..
-Removed peasants from the training perspective
-> BUG: Some countries could still train peasants
--> Solved by adding new countries from HR to TrainUnits.txt
-Removed gold bonus/penalty from Kingdom Power. Only Happinness is left now. I think I've finally come to how I like it to be :)
-Changed damages, attrition rates, etc
-Relisted and changed TrainUnits.txt
-Starting gold increased to 5000
-Changed texts of several things to fit the current boni
-The AI now starts out with +5 kingdompower
-Religion changes are now considered impossible
Another test with Aragon, 1 province, made me lose the game. I lost my only province after some time to Castilia, who had recruited many camels from a mercenary camp and I wasn't yet able to train units. Just bad luck, I guess.
How did you give the AI the +5 KP? What file?
And I'm wondering if it's possible to have KP drift to 5 poitns fro free rather than just to 0 points... I htink that wouyld help the AI a lot when it cannot afford to raise KP past 0 on its own. I want to mod that.
Thanks.
Oh in the mod I'm working on (based on pieces of EVERY mod in here) the single biggest BEST change I made to help the AI;
HUMAN PLAYER CANNOT RECRUIT MERCHANTS. only the AI can. (Took it out of the create menu so human has no interface to create a merchant). This way the AI gets much more money than you and you must depend on other sources (taxes, happy people, large empire,etc). The AI plays better when it has more money... sad to go this unfairness, but needed. I like it.
I'd like to be able to make it so human player can get a merchant with events so they are controlled and rare (like only ONE merchant), but can't figure out how to do that. Or only be able to trade for exotic, rare items not gold.
So where can I d/l your mod!?!?!? I want to see it.
+5 kingdompower is given to the AI by a quest, which works for every AI.
I think the drifting-to-zero is hardcoded in the game.
That actually works well for balancing the game in favour of the AI, but I don't like such, I call them ugly, methods. I want to use Merchants too!
Only 1 merchant for player and more for the AI is impossible without hardcoding I think.
It might be possible to remove the "trade for gold" option from the menu of merchants. If you just set all gold trading to zero, the AI (stupid!) still trades with his merchants for 0 gold.
I'm glad to hear! I hope to have the first release finished in the coming days and then I'll create a new thread and add the files there.
Correct me if Iīm wrong, but didnīt Laudan limit the merchant ability to members of the royal family? Maybe thatīs a way to go.
He did, by increasing the merchant price to a very high number.
That would mean that the AI would only use Royals for Merchants too.
Well if you figure out a way to limit it to one merchant for the player and no limit for the AI, *please* ket me know. Thanks!
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