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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 ?
I haven't played with those two other mods yet. Judging from their descriptions and pictures they have a few of things in common with my mod. That is a sign that my mod and the other two mods might not work together very well. If the same table is changed in both of them, then only the changes from the mod that is listed first in the boot list will have its changes applied.
I think you need to describe in more detail what you need.
Not wanting to advertise unnecessarily, but my other mod Give Everyone A Chance increases the military spending and aggressiveness of all unique factions in the 190 and MoH start date. Might be worth a look if you need the AI to be more of a challenge. Note that you need to put the Garrison mod above the other one for everything to work properly.
on difficulty level: bring it on! vanilla is (unfortunately) disgustingly easy & I am using 6 more ai improving mods alongside with yours lol.
Ah yes, that makes perfect sense with the fire damage and the morale drop!
Regarding the difficulty, I think I'm more on the "very tough" side. I personally find Legendary/Legendary to be kinda easy, so I'm increasing the difficulty to give me a challenge. I'll try to find a good balance though. :p
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on "improving" the bandit & nanman garrisons: keep in mind the game must remain playable & enjoyable. at this moment & time & as the things stand , the garrisons are beatable , despite being really good. making them even better might make the game impossible or too (unnecessarily) hard.
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on my play hour time, I have +3100 hours , records only, and I think it is fair to say that more than 500 hours of it has been with your mod :D
4 - Oh.. I forgot about the ammunition bonus that Cunning provides. Yeah that is probably not a good idea.
2 & 3: Yeah, I agree with that assessment. I'll see if I can find a way to implement it.
Also.. holy moly.. 500 hours? Thats a lot of campaigns ^^
1 - Interesting to hear that mounted bows are good units in Records mode. I only play Romance, and there they are very tough to use effectively due to generals easily being able to shoo them away. They are not strong enough to defend themselves against them.
And regarding the Bandit garrisons: I'm not satiesfied with them, nor am I am happy with the Nanman garrisons. I'll improve them.