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-AI declarations of wars have been reduced slightly
The choice of units depends on the availability of units from each faction in the base game.
You have to find the most accessible unit, it is meticulous because it can quickly have duplicates.
Unfortunately some factions lack unit diversity.
This overhaul tries to be the most logical, fair and balanced. And of course more pleasant than having 3 poor plebs units to defend a capital or the mod offers actions with much more army
I share your opinion on this.
It all seems pretty confusing for being so simple, lol
This mod was made for those who have the opposite want to keep the vanilla bonuses for the AI
(This Mod will work best with a few additional mods for AI food, military priority, and a small cash bonus. Perhaps a remove stride mod as well.)
I do not care for what ever has changed the graphics and van aspects. I just want a better AI, do not need all the corny stuff :P
Thanks for your feedback!
I just applied an update.
I managed to make sure the IA was not suicidal.
And do not leave his colony even if there are more troops facing his opponent.
I have increased the priority of the AI against the player. (however the AI who declares war much too far on the map, will first have priority over its neighboring enemies)
I also can't do as I want, because the AI has been badly scripted by Creativity Assembly.
And setting too high a value can create bugs and interference.
So it takes a lot of testing to find the perfect balance
Ultra Aggressive AI (DEI version)
https://steamcommunity.com/sharedfiles/filedetails/?id=2639352590
And some slight improvements in aggressiveness
I GOT ATTACKED !!! I cant believe it I got attacked now the second time from two different factions. (altough I´m in war with nearly everyone at turn 10 now)
My Army 13untis enemy army 25 units (at the second attack and its a siege batlle... I cant believe it gg
I think this mod has the same problem as any other mod. As long the AI doent have 90% winchance it wont attack.
So you can give them more money so they build more armies than they will attack.
There nust be a calcultion for the AI if she can win and thats the big issue (of every AI mod and Vanilla)
only thing that happens is that a lot of factions are declaring war at me now.
no army is attacking one of my 3 14units armys which are spread over Italy (playing Rome)
If I attack a settlement the army sitting in there is fleeing. (they should protect their land/towns...)
have to try a new campaign
So deactivate these mods in question and tell me if your problem is fixed
Thx for responding
what I meant before (just to avoid misunderstandings)
An enemy barbarian faction is at war with me and refuses to attack my settlement with a garrisoned 14unit army inside altough the Enemy AI has 2 full stacks right outside my walls (they just stand there and wait)
Is it enough to deactivate the conflicting mods or do I have to start a new campaign?
But otherwise yes, avoid other mods modifying the behavior and intelligence of the AI Otherwise it collides and you end up with the basic values of the game
In my campaign the AI doesnt attack me (perhaps an incombability, I have a mod that stops AI from running away and a nordo Ai light or so)
I think the problem with the AI is that it calculates the chance of winning and strength of the player force. If this effect could be lowered this could actually help?
This mod is juste for Hardcore aggressiveness, behavour and diplomacy.
No they are not compatible, it's up to you to choose between the two on the one that suits you best
I'm happy to hear it, that's exactly what I'm looking for, we share the same vision, a real '' total war ''
I've been working on it for weeks trying to get the best possible result and not be abused, there are surely little things to improve can be