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I followed your formatting inside the mod:
1. created a new retinue
2. created a new retinue template
3. assigned the template to the retinue
4. assigned 6 normal slots to the template
5. assigned initial units to the retinues
6. created a campaign retinue chain
7. assigned the retinue to the retinue chain
8. assigned the retinue chain to every single level of city garrisons.
I see all three groups with their icons in the building browser, lined up in a weird way like you said (the vanilla garrison, the garrison you made with onyx dragons and such, and the new group I added) but in the actual garrison it overrides your mod's retinue and I only see the vanilla garrison and the group I added. And this is after ending turn and also testing upgrading/downgrading the settlement.
Yeah, it is possible. If you open my mod using a pack file manager you have to delete all the subfolders in the db folder that dont have "retinue" in their name. I've tried adding three retinues to a garrison in the past but I couldnt get it to work. The game either crashed or the retinues lined up in a weird way when you opened the garrison. Having read what you described, I guess you already tried upgrading / downgrading the settlement until the garrison changes?
I actually finished a legendary campaign with this mod & several other ai improvements mods (Yuan Shao , no mod was doing anything in favor of me) and I really loved it. it is only with these mods that we can understand why some mechanisms were in the game & it is only now that the game makes a lot of sense.
thanks !
I've released the small update 1.5.1.
- The AI will recruit slightly less melee/spear infantry and slightly more cavalry units
Cheers, Dako
as for strategists, limit their infantry to spears ( so they can protect the artillery units, increasing the number of artillery to 2 or 3 might be also a great idea for the ai, since they are very powerful 7 accurate in this game) . the mod is absolutely essential for my games & without it , this game is trash easy
X)
thanks a lot for this masterpiece !
it is somehow against the spirit & nature of this mod. we want the AI to be able to put more resistance , this is why we want better garrison for them right?
any basic & balanced army by the player is capable of beating the AI's easily.
what is wrong with 33% cavalry , 33% ranged & 33% missile units for each army?
then I looked for a better garrison mod and your mod also allows my red generals to recruit some non milita infantery units so thx for that aswell.
I've released the new Update 1.5 with the following improvements:
- The recruitment pattern for all AI armies has been re-adjusted in favor of more melee/spear infantry coupled with less missile and cavalry units.
- Bandit factions no longer recruit generic Bandit units (Bandit Marauders, Bandit Raiders, Bandit Warriors, Bandit Hunters, Bandit Gang). I've replaced them with suitable (and stronger) alternatives.
- Nanman garrisons have been re-adjusted to accomodate for the strength of units with throwables. They'll now be found in later garrison levels instead of middle levels.
Cheers,
Dako
i see not where they unlock so many armys..?!?
I've fixed it. Just an oversight on my part. Sorry for that.
Thank you for pointing it out! :)
It fixes fullstack armies with only cavalry / bow units by opening up the recruitment pool for Vanguards, Commanders and Strategists to include key early-game units.
As a consequence, AI army builds will be more well-rounded indepentent of the generals used.
Yeah, I know about Liu Bei going into minus after taking the settlement. Sign a trade agreement and NAP with Tao Qian to gain more per-turn money, or disband units.
..And the mod is all about not being able to delegate every settlement battle... so just fight it out? Close defeats can be turned around easily.
No, there is not.
Heya! It doesn't work in the 194 start at the moment, no. I can't tell you when exactly I'll have an update supporting it ready, but I'll work on one in the future :)
this was supposed to be a private mod for me only but it is public now :D
Most top-tier or "late-game" units are already on par or better compared to the faction-unique units for the AI, but they become available much later into the game, so they will be picked less.
I'll think of something to fix those bow cav full stacks ^^
I can't find the mod you mention "AI free money"...
Can you give a link ?