View Full Version : So which mod gives most challenge and better AI?
Without ruining the game and making everything just impossible...
opinions? And why?
try thm out...
for me personaly it's my own as I made it to fit the best to my style of playing. It makes AI nations, especially the big ones stronger.
But still there are problems I can't fix: when your empire grows over 20 provinces you are actually unbeatable by the AI.
What are reasons? I can't force AI kingdoms to attack me when they are at war with me. So I can be at war with all the others but still I can beat them one by one as they don't attack me much and if they attack, their marshalls don't cooperate (enen one nation's - 2 their strong marshalls invaded my province, one attacked a town, second went plundering. The town defended itself with strong defense (improved town guards to make my conquests harder) and the second was plundering untill my marshall came and beated him.
My marshalls survive much longer than enemy ones, so they have more experience, so are almost unbeatable - one my marshal can be defeated only by 2 enemy marshals or a town defended by garrison+marshal.
But standing against equal enemy forces I always win (although the AI now uses advanced units like templars, feudal knights, halberdiers etc.)
AI has much higher income, uses more knights than in vanilla, uses spies much more, is much more agressive (thiugh it's still not enough), uses advanced units, his towns are all heavily fortified. And AI kingdoms are able to survive long time having over 10 provinces (in the top 7 mostly all the kingdoms have 10+ provinces)
Though I experienced that AI is just unable to manage kingdom with more than 15-18 provinces. It is able to grow to such size and even larger, but then it always loses some provinces to have around 15. And when I attack them they are tough enemies, but can't beat me if I already have up to 10 provinces too (could beat me if having 2-4)
Thanks for the information.
What do you think of Angry miner's mod? Glory of God mod I think?
I think that our mods are in many aspects very close (but it is just my opinion)
there are some "features" in GoG I didn't like so I didn't use them, and as well Angryminer didn't like some changes I've done so he didn't use them...
Glory of God is made to fit to Angryminer's style of plying, my is made to fit mine....
My tip is: Play the europegame without the pausefunction and fight the battle self and you see a great game of the AI. I loose often battles .
but what if you are bored by the battles being the same after some time?
I mean, I want to play my style of playing, I don't want to be forced to do this and that and then the game will be fun. Because if I am forced to do something it is no more fun for me
What I like oin this game is that you can choose if you want to lead the battle yourslef or not. I personaly lead only the most important battles - the battles I definitely don't want to lose and battles where is some possibility of defeat.
Tell me why should I lead myslef every battle against every rebel peasant army when my marshall is fully equiped by cataphracts, feudal knights and steppe cavalry? There's no fun in leasing such battle for me so I leave it to AI... this is why I like KoH.
Well what are the main differences, would you say, between GoG and HR?
Do either of them pump up the Pope at all or make princesses more interesting in diplomacy (not jsut liabilities). I've been reading over the text files and can't really sense what the BIG differences between those two mods would be. Help out with an explanation of your "style" differences please?
Without the pausefunction and if you fight every battle the TIME is very important. I open in the german forum a thread why i think the deactivated pause-function is for the game better. The pictures in this thread speak for yourself.
OK Lauden your point it taken. Now, is the Europegame a mod? Or the vanilla game? I don't play with pause anyway... and found the game NOT challenging at any level.
I would still like someone to help point out the MAIN differences between GoG and HR... anyone?
I respect your opinion. I will never speak over a MOD from another Modder, because every mod is a good work and the modder spent a lot of work in this mod. Play the mods and build your own opinion.
I didn't ask for the best at this point- just what are the main differences? Why are you so obtuse about this?
Frustrating.
Anyone else care to speak on this?
The biggest diferences are:
diferent taxation, espionage (GoG makes it very rare due to very high price of spies/spy education while HR engourages AI to use diplomacy and it uses it), outcome of plundering (GoG tries to make AI attacking castles by removing income from plundering so AI doesn't plunder at all). Some small diferences are also in prizes of buildings and frequency of some buildings being built by AI
as I said those are not very big diferences. As I said it depends on style of playing: I like espionage and know it's value so I encourage AI to use it too and it has some fruit, it happened already many times(in my current game at least twice) that one Ai kingdom annexed another
but the most important cases like making proncesses more useful is hardcoded so impossible to be modded
PS: it's hard to speak about some other mod because when you once create your own and play it for long time, you rapidly forget how was it with vanilla and the other mods...
THANKS Elvain.
I like espionage too and want the Ai to use it. How did you promote the AI using it? By making spies cheaper to train? is that it? So the "AI" takes into account the cost and decides based on that, hm?
I think I'll try your Mod first and see how I like it. Then maybe make small changes to it to suit my own play style.
oh one mor thing- in what ways do you think your mod best makes the Ai more of a challenge? In other words, how do you think your mod helped out the Ai the most?
well, the best? I don't know....
but the best for you is to have your kingdom surrounded by small AI kingdoms and be at war with them. Smaller kingdoms keep attacking you while the big guys have enough own problems - they usualy need to deal with foreign attacks + rebellions.
Unfortunately I haven't found the best ballance - either the game is boring when nobody attacks anybody or the kingdoms are still at war with somebody else - nostalgia doesn't drop - there are rebellions
Espionage is encouraged by combination of: relatively low prize of spies, relatively low cost on their education, but mostly by increasing AI income (especially large kingdoms-they use spies most often) and - the most important - editing personalities
name = ai;neutral
Pacifism = 65
Diplomacy = 60
Expansionism = 80
Espionage = 80
Humanism = 60
Honor = 70
Greed = 45
Arrogance = 45
...
name = ai;evil
Pacifism = 45
Diplomacy = 40
Expansionism = 95
Espionage = 95
Humanism = 30
Honor = 50
Greed = 80
Arrogance = 80
...
[good]
name = ai;good
Pacifism = 80
Diplomacy = 80
Expansionism = 60
Espionage = 70
Humanism = 80
Honor = 90
Greed = 30
Arrogance = 30
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