I'm making a mod incorporating parts of Celtik AI tweaks. It is still a work in progress but i'm making it public to gather feedback on the AI behaviour
The steamwork linkCurrent features :
Unit priority changes. Higher value units are worth less than in the vanilla game, same for chariots and artillery in general
Tweaked CAI budget priorities
Modified Ai building synergies, for the old world factions, the new factions are quite good.
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0 · Disagree AgreeAnd if the mod improves the building order, then it's even better! Thanks for doing the work CeltiK has done on TWW1 :-)
Maybe, as CeltiK did in his campaign AI mod, add some racial affinity between Empire provinces, so they don't slaughter each other as a bunch of savage orks ?
Keep up the great work, and thanks !
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0 · Disagree AgreeSo far I've mostly focused on the building order of the OW factions, seems they have done a good work on the new ones however. I've revised the unit values too but it remains to be seen how this works. Testing in ME is quite long since the turns are slower.
They have revised the diplomatic relationships in ME, I prefer to test before tweaking them. In my last campaign the empire does fine
Bretonnia seems the weaker major player so far, I'm at their bedside
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2 · Disagree AgreeYour campaign map looks great btw! Almost perfect faction balance
Thank you so much for looking at that anti-player function that exists at higher difficulty for all AI function. It is just so fun-stealing.
And all right, I completely understand that you don't want to include relationships change in this mod. But maybe (pretty please), if you already know how to, you could make another one to remove the "age of peace" major relationships debuff that only the player suffers after the Chaos Invasion is defeated.
It was so in the first game, and I believe it still is the case in ME (afaik). Technically, you already have won the game by then most of the time, but still. I'm kinda allergic to everything that only affects the player as a matter of diplomacy. :-)
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0 · Disagree AgreeI'm tweaking the NW unit values to see what happends, and I'm gonna run another ME test to see the balance.
I may include climate interactions similar to the Full climate overhaul mod, but since this one does exist I'm not touching this so far.
In the end, if I have to keep this mod alive because Celtik next one is too long to come I should probably split the building and recruitement part vs the behaviour.
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0 · Disagree AgreeNot sure if this is in the scope of what you will do but two things I have noted that woiuld be good to remove:
1. in turn 1 von carsteins ALWAYS declare war on stirland and take the moot. It would be nice to vary this up a bit.
2. Likewise Bretonnia ALWAYS goes for MArienburg now - would also be good to shake it up here too.
3. the random "declare war because...shut uppppp" that happens mid game from far away factions.
Rifts & Ruins cause corruption: http://steamcommunity.com/sharedfiles/filedetails/?id=796161746
Early Gyrocopters: http://steamcommunity.com/sharedfiles/filedetails/?id=792356211
Chivalry Ain't Easy: http://steamcommunity.com/sharedfiles/filedetails/?id=876869222
Outposts for All: http://steamcommunity.com/sharedfiles/filedetails/?id=907418812
Trait Descriptions: http://steamcommunity.com/sharedfiles/filedetails/?id=952084679
Summon the Elector Counts: http://steamcommunity.com/sharedfiles/filedetails/?id=1131334648
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0 · Disagree AgreeI've reduced a bit the anti player actions from the anti player factions. But I haven't tested this part, I'm playing in neutral mode with a hidden beastmen lord
I've managed to make bretonnia and GS much more competitive though.
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1 · Disagree AgreeI've not updated the CAI mod for the maintime, I'd want to get more feedback before going on.
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0 · Disagree AgreeAnd yes, good idea for Bretonnians. I mean they are crusaders, they must be fully equipped to handle the harsh desert climate
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0 · Disagree AgreeI think I would like to go for maximum balance between AI, and fairplay and a bit of immersion rather than maximum challenge for the player. This means making GS able to settle in more areas, trying to break hegemonies or at least making them more diverse and in the long run maybe scripting new events to spice things up.
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0 · Disagree Agreebretonnians still can use deserts, greenskins can appreciate temperate, savage greenskins have a different climate preference.
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0 · Disagree AgreeHere's a sample of my latest test, turn 50
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0 · Disagree AgreeMade both VC and dwarfs "cautious" as in unlikely to settle in unsuitable climate. Makes a lot of sense for dwarfs whose objective should stay to retake their lands, and to curb the power of vampires. The main vampires in this game try to take the empire and not venture everywhere. Ideally I should split the main vampires and desert + jungle factions...
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0 · Disagree AgreeYour opinion?
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