Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I was looking around a lot to try and fix the issue of the AI not "seeing" the newly added skills. Thanks a ton for your help.
And thanks for the sisters thing. I did know something felt off, but never got around to finding out what.
Checking the files, I think the Morgawr naval unit cost reduction also needs "MultiplicativeStacking="true"" in there, so I'll go ahead and do that.
I'll test the changes right away.
AI might still be a bit wonky, but they will now somewhat properly skill the heroes.
I'll have to take a deeper look at AI some time in the future. Main thing I want to achieve is have the AI more or less "coinflip" vs they go down the racial general tree or the class general tree. I already did some work to that end, but I need to work out some... questionmarks. Like how the AI determines when a potential general is "army hero" or "army support".
Yeah, about AI values, keep in mind ELCP reduced the values compared to vanilla, I mean, strong skills have 0.4, weak skills have 0.1, etc, in vanilla values go up to 1. (I mean the values for AIHero, AIGovernor, etc).