View Full Version : Personalities.in2 question
The Red Baron
22-04-2006, 02:53
Hi all thanks for all the modding work done making KoH even better. Has anyone adjusted any of the following values from Personalities.in2
FearMaxRatio = 200
ArrogMaxRatio = 200
AgrPeaceBase = 0
AgrAllianceBase = 500
AgrFearMaxEffect = 250
AgrArrogMaxEffect = 250
RelCost = 1000
GratMaxFear = 500
GratArrogMax = 500
GoldCost = 100
Also read that Neighbors and Harbour Mod below increases the AI "desire" to attack. However what do the other five mods stand for?
RealmSurfaceMod = 500
RealmPopMod = 2000
RealmBuiltMod = 100
RealmResMod = 100
RealmProdMod = 1000
RealmNeighboursMod = 100000
RealmHarbourMod = 100000
Again thanks to all the modders out there who have made KoH a blast and have also inspired me to tinker around
TRB
Angryminer
22-04-2006, 10:40
FearMaxRatio and ArrogMaxRatio is important for the texts the AI says to you. When it finds itself superior to you a certain value (measurement is unknown), it will begin to choose arrogant texts ("Sink back into your kennel... etc.").
Fear and Arrogance also seem to have effects on the outcome of negotiations, more on that later.
AgrPeace/AllianceBase are the relationship-tresholds needed to agree to peace or an alliance (0 = feud, 1000 = united).
AgrFear/ArrogMaxEffect is the maximum relationship-modifier that can occur due to fear or arrogance. In that example the treshold of getting n alliance with annother nation of maximum arrogancy is 750 (AgrAllianceBase + AgrArrogMaxEffect = 500 + 250). This is of course also influenced by the dice.
RelCost is the amount of gold you have to pay another kingdom to improve your relationship. This is just a base-modifier. There are other factors.
GratMaxFear / GratArrogMax influence the normal comments you sometimes recieve (like "Hey, nice, you beat the netherlands! That will teach them to never again attend a soccerchampionship!" or whatever). Though I don't know how true this is.
I don't know much about GoldCost. May be the modifier that affects the relationship change when you demand tribute.
When the Ai wants to attack an enemy it will rate each of his provinces with a specific value (what is the best target?). RealmSurfaceMod is the modifier for the surface of the realm (big realm and big modifier -> AI attacks big realm), RealmPopMod does the same for population, RealmBuiltMod makes the Ai attack provinces with many buildings, RealmResMod makes the AI conquer provinces with many assets, RealmProdMod affects how likely the AI is to aquire a province with much money/books/piety-output, RealmNeighboursMod makes the AI attack neighbouring realms and RealmHarbourMod makes the AI more likely to aquire provinces with a harbour or the ability to construct a harbour.
I hope this helps. :go:
Angryminer
The Red Baron
22-04-2006, 15:30
Thank you Angryminer for the information it is a great help. I am trying to change the game to provide a large money advantage for the AI to compensate for its problems. But at the same time I want to add some other smaller changes like affecting peace agreements and declarations of war. Again thanks for all your work making KoH enjoyable.
TRB
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