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I'm doing my best.
Please don't forget to tell me if you see any changes after the update, positive or negative.
This can help me confirm a result or reverse it.
Thank you again for your feedback!
Your AI-Mod is still my favourite one. I used it first on a Thorek-Campaing in WH2 (the Ultra-Aggressive one)
I´m really happy for your upcoming Vanilla Overhaul because I've often wondered which other mods (Economy/Gameplay/Garrison) can complement your AI mod as intended.
I'm also working on a larger mod (which has been my personal campaign for years). I'll be releasing it to the public soon, and you could say it'll be a "Vanilla Plus Overhaul" "Campaign & Battle Realism" mod.
- Less passive AI
- AI no longer hovers on settlements after 100 turns (if this is still the case for you after the update, let me know, I'll adjust my values accordingly)
- More opportunistic AI
- Much more aggressive AI
- AI defends better
- AI attacks what is closest to it first, not its priority enemy as before, which could create inconsistencies.
- To make the AI even more calculating and analytical, I increased its computational load. It will be smarter than before (logically), but turns may be slightly longer because it calculates all the possibilities even more.
- Some new lines added were poorly configured (while we waited to discover the results it gives).
Everything should be very well balanced now.
I re-examined what I knew or thought I knew. And I tested again and again.
But luckily/unluckily, it doesn't change much on the AI, so it allows me to stabilize the mod without having to re-examine new lines.
4. Marienburg, which usually in my campaigns either loses to the Empire or conquers many settlements, did absolutely nothing for all 30 turns.
Overall, most of the world felt very passive.
1. By turn 30, most Bretonnian factions had only one city each, but around those cities they had 3–4 stacks of peasants. Throughout the whole game they never moved anywhere. The same was true for Mousillon.
2. The Dark Elf faction that starts near N’Kari — I think it’s called the Followers of Khaine or something like that — was ranked 2nd in strength by turn 10. I kept an eye on them, but they didn’t expand for 10 turns. I sent an agent and saw that three of their stacks were just standing near a High Elf fortress, doing nothing. They stayed there for another 5 turns until a High Elf army came and crushed them.
Changelog details coming soon.
But sometimes something is strange with it
Could you please adjust AI's agression a bit?
Even when Im playing on normal difficulty, it often happens when neutral (+5-10 relat.) factions declare war on me, even if they have nothing to do with me, even if they are engaged in their own wars near, but noo, let me walk 5-10 and more turns to sack your village.
It ruins immersion because even friendly factions can start war, like Bretonnia against Empire. I could understand it if the Empire would take some of Bretonnias land and refused to give it back, but just because you're a player, the Ai will go on war despite neutral or improving relations...
Is it a bug? Why would anyone besides The Enemies (Chaos, Greenskins etc) declare war on you without even having negative opinion? Im getting tired of having war with friendly French or Dwarfes, but being ignored by those who hate me and have strength.
And also, not to blame an AI problem on an AI mod when we're not the cause.
This problem occurs whether it's with vanilla AI, my mod's AI, or another AI mod's AI.
And finding the element causing this problem in SFO is like searching for the impossible limit.
[note, we play with SFO too]
I'm going to fix it, but you should know one thing: the only way to fix it is to make the AI less defensive.
Unfortunately, the fix comes at a cost. But I prefer that to a brain-dead AI.
See you soon.
@Waffenos
Not making demands, mostly curious if it would be easy to do?
https://steamcommunity.com/sharedfiles/filedetails/?id=2855396324
https://steamcommunity.com/sharedfiles/filedetails/?id=2789903475
Or should I pick and choose several?