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Balancing the campaign : observations and thoughts

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  • uriakuriak Registered Users Posts: 4,437
    I may try the mod with the beta, no sense to check CAI balance without the latest changes.
  • uriakuriak Registered Users Posts: 4,437
    I've decided to tweak the chaos invasion.

    The first thing I want to try is reusing a time trigger, and use the total imperium level of all civilized factions instead of the player only. (maybe not the total exactly since many lesser factions aren't equivalent to a few powerful ones)
  • bli-nk#6314bli-nk#6314 Registered Users Posts: 6,113
    uriak said:

    I've decided to tweak the chaos invasion.

    The first thing I want to try is reusing a time trigger, and use the total imperium level of all civilized factions instead of the player only. (maybe not the total exactly since many lesser factions aren't equivalent to a few powerful ones)

    Can you measure the avg value or have to choose specific factions?
    Clothes make the man. Naked people have little or no influence in society.” Mark Twain
  • RowYerboat#9411RowYerboat#9411 Registered Users Posts: 1,171
    I'm not sure how Imperium is calculated, but is it not zero-sum?
  • RowYerboat#9411RowYerboat#9411 Registered Users Posts: 1,171
    One thing that might be interesting is the Chaos invasion targeting allied groups. Calculate a total power based on the power of the individual factions multiplied by all the factions they are connected to. So, say there's a strong Dwarf-Empire-Bret coalition, and they are all allied to one another, that would be stronger than a "serial" alliance where Dwarfs were allied to Empire, and Empire to Brets, but not Brets-Dwarfs. I'm sure it would be a bit complicated, but Chaos could then target the strongest "treaty organization," as it were. Or at least prioritize it; I still think Chaos should be wreaking havoc more or less everywhere. The invasion could trigger when any one grouping reached a pre-determined Imperium, or critical mass.

    Just brainstorming here.
  • RowYerboat#9411RowYerboat#9411 Registered Users Posts: 1,171
    Another thing I've been thinking is that both AI and player expansion could be less "snowbally" if the AI were just a bit more likely to leave some troops in a position where they could defend. As it is, it seems the AI sends all its stacks to whatever offensive front it's engaged on at the time.
  • uriakuriak Registered Users Posts: 4,437
    it shouldn't be so complicated I think. I've devised a simple possibility

    Order Power = sum ( max (faction_imperium- A), 0))
    That would mean each faction under the imperium of A+1 wouldn't even add, in order to take into consideration only the strongest members. No need to check their diplomatic status, as it will swtich to shield of civilization anyway.

  • uriakuriak Registered Users Posts: 4,437
    So i've tested a couple things : playing as the red horns in order to let the main beastmen faction do its thing and using a slighted rewrited chaos script. (it still hasn't kicked on)

    I've put back the turn trigger and lowerd the player imperium to 6 (not that it would change anything since I don't "play"

    Some interesting stuff happened, by the turn 80. I'm afraid they didn't vigorously kept their climatic orders - note that I've set the temperate cliimate as suitable for greenskins.

    d16f4400950275dc00b9f782857c86f1.th.jpg cec240f91366687560a3157fd3bf94cd.th.jpg fe414bcdc4a96a04791b2b24103f29d4.th.jpg

    I'm a bit disappointed with the HE confederating again. But the dwarfs/GS balance is okay. I may start meddling with initial wars etc, because those vampires still insist into taking zhufbar, damnit !
  • uriakuriak Registered Users Posts: 4,437
    I've lovered my debuffs of the vampires, if they want to take Zhufbar, so be it.
    In the meantime I've added a slight buff to bretonnia defense and lowered HE confederation chances.

    I've got an early version of the chaos script modified. Do you think I should include it in the mod (still with the objective to balance the whole thing? ) or do a separate mod with it?
  • Phoenixzs84Phoenixzs84 Registered Users Posts: 42
    Give beastmen clans one(solo) "dark forest" settlement so they can actually fallback and recuparate and don't get themselves wiped out of the campaign all the time.

    Nothing can be built here maybe like the woodelves outposts one building that boosts growth(Dark Goat nursery?:))

    It should boost growth for the hordes according to the corruption in the region.Also maybe it should only boost growth of hordes below some level (for example upto 3rd banner)

    This "settlement" should be like skaven look like ruin to other races and there should be only one but can be built again again with good amount of money(maybe 15k?)

    Beastmen have the problem of hitting something and getting erredicated themselves.The logic is you should go and find their "lair" to erredicate the menace.Respawning beastmens are good and all but it doesn't provide high level units or heroes. There is just one dude around level 6 with a cygor from the spawn 3 turns ago .Late game they are just sad :/
  • steam_164191850448yoMgfCpsteam_164191850448yoMgfCp Registered Users Posts: 3,157

    Give beastmen clans one(solo) "dark forest" settlement so they can actually fallback and recuparate and don't get themselves wiped out of the campaign all the time.

    Nothing can be built here maybe like the woodelves outposts one building that boosts growth(Dark Goat nursery?:))

    It should boost growth for the hordes according to the corruption in the region.Also maybe it should only boost growth of hordes below some level (for example upto 3rd banner)

    This "settlement" should be like skaven look like ruin to other races and there should be only one but can be built again again with good amount of money(maybe 15k?)

    Beastmen have the problem of hitting something and getting erredicated themselves.The logic is you should go and find their "lair" to erredicate the menace.Respawning beastmens are good and all but it doesn't provide high level units or heroes. There is just one dude around level 6 with a cygor from the spawn 3 turns ago .Late game they are just sad :/

    we cannot add settlements since shogun 2 sorry

    snip

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  • uriakuriak Registered Users Posts: 4,437
    Yes, as said, unfortunately this is out of the question. In the meantime, the mod does buffs hordes a bit, by giving them the building cost reduction non horde factions enjoy, actually they fare quite well and destroy quite a bit of land so far.

    My future tests will still involve playing as the red horns and trying to trigger the chaos events and see what happens.

    I'm gonna experiment with giving skaven a bit more starting ground maybe or buffing Skavenblight. For the testers, how do you think this could be from release?
  • Phoenixzs84Phoenixzs84 Registered Users Posts: 42
    edited December 2017
    blaat said:

    Give beastmen clans one(solo) "dark forest" settlement so they can actually fallback and recuparate and don't get themselves wiped out of the campaign all the time.

    Nothing can be built here maybe like the woodelves outposts one building that boosts growth(Dark Goat nursery?:))

    It should boost growth for the hordes according to the corruption in the region.Also maybe it should only boost growth of hordes below some level (for example upto 3rd banner)

    This "settlement" should be like skaven look like ruin to other races and there should be only one but can be built again again with good amount of money(maybe 15k?)

    Beastmen have the problem of hitting something and getting erredicated themselves.The logic is you should go and find their "lair" to erredicate the menace.Respawning beastmens are good and all but it doesn't provide high level units or heroes. There is just one dude around level 6 with a cygor from the spawn 3 turns ago .Late game they are just sad :/

    we cannot add settlements since shogun 2 sorry
    Sorry for the confusion I mean they should be able to "capture" a (one uno! no second one) settlement at all times.So they would either have one or zero "settlement" but it's actually just a normal settlement that has been captured by the beastmen and it cannot be built further. I hope this clarifies :)

    By the way they don't have to start with any settlement.They could just convert the one they chose to so no need to change any existing settlements.
  • uriakuriak Registered Users Posts: 4,437
    They don't really need this, the hidden camp stance is for all practicality a neat way to recover for BM, they are safe-ish, get to reinforce etc. With a few buffs scattered in the mod it makes them more resilient. AI horde can be resurgent affair anyway.

    BTW, after reading the blog post on the update, it seems TK are soon on the way but not norsca. While it can be a disappointment, it has conviced me this project is a long running one and I will try to complete this AI/Balance mod since big parts of it won't be thrown out of the window too soon.
  • uriakuriak Registered Users Posts: 4,437
    BTW, I'm aiming to release this officially by december, perhaps after the reprisal update.

    For those who have tested this in campaign are you happy with army compositions? the Norse behaviour?
  • uriakuriak Registered Users Posts: 4,437
    I've added this chaos script mod to my collection. For the moment it's not changing much, but it adds back the turn timer and lowers the imperium level needed for an early trigger of the chaos invastion.

    I've labeled it "experimental" too because I hope to change stuff soon enough.
  • RowYerboat#9411RowYerboat#9411 Registered Users Posts: 1,171
    I'm about 140-150 turns into a Carcassonne campaign. Army comps have looked good so far, although I thought they were pretty good in vanilla (much better than TWW1). Haven't seen too many high-end units though; Malekith has 39 settlements and still came at me with a stack that was one bolt thrower, one chariot, and the rest split between Darkshards (Shields) and Dreadspears. It was his personal army though, so maybe just stuck with original stuff. HE needed a few more dragons in its armies, although I did see a couple.

    Norsca is down to the Skaeling, for the most part. They were harassing Louen for awhile, but they haven't bothered me at all since I confederated him (the last holdout.). In fact, the only faction that consistently declares war is WE. They're pretty timid, though; generally send one stack to maybe just raid. Never attacked my cities, even though most have basic garrisons.

    Lothern got off to a good start, until I attacked them. Malekith is the biggest at 39, I have about 30 (all of Bretonnia, Estalia, and the eastern half of Ulthuan), and Dwarfs have maybe 20. Rest is pretty well mixed, at least as far as I can see. VC have about 25 b/w Mannfred and Vlad.
  • GusinoGusino Registered Users Posts: 6
    edited December 2017
    In all my campaigns (Reprisal build), Dwarfs are always top 1, Norsca destroys Kislev pretty soon and High Elves are pretty powerful. On the other hand, most of main factions are pretty strong except GS which gets wrecked by Dwarfs and Louen who is always making weird things rather than being a good King and help other Bretonnia subfactions... He even allied with Mousillon in one of my campaigns xD.
  • RowYerboat#9411RowYerboat#9411 Registered Users Posts: 1,171
    Here's something Uriak: turn 149, Empire hasn't confederated a single faction. Wissenland, Middenland, Marienburg, and Talabecland are all still alive, smaller than the Empire, and yet not confederated. And Chaos has even arrived.

    Confederation is way down across the board, and could probably use a slight tweak back towards vanilla, imo. It was quite easy for me to confederate, however.

    Greenskins still suffering. Can't tell what they have exactly; they may be gone. Skarsnik I know bit it very early.
  • TotalBorehammer#4533TotalBorehammer#4533 Registered Users Posts: 1,222

    Here's something Uriak: turn 149, Empire hasn't confederated a single faction. Wissenland, Middenland, Marienburg, and Talabecland are all still alive, smaller than the Empire, and yet not confederated. And Chaos has even arrived.

    Confederation is way down across the board, and could probably use a slight tweak back towards vanilla, imo. It was quite easy for me to confederate, however.

    Greenskins still suffering. Can't tell what they have exactly; they may be gone. Skarsnik I know bit it very early.

    Completely agree with this. I would expect that by mid to late game the major factions with good relations have confederated and are now a united force against the other enemy factions. Especially Empire, which is in essence fighting as one for its survival against the forces of chaos. This would imo really help to create balance between the various races.
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  • Overlord87#6613Overlord87#6613 Registered Users Posts: 1,031
    I think when the Chaos invasion starts all remaining Empire subfactions except maybe Middenland should confederate automatically.
  • uriakuriak Registered Users Posts: 4,437
    Thanks for the feedback.

    For confederating, I've tweaked two things in the current build : the bonus for Ai confederation is lowered (the confederating power must be on par or less than the players. In the vanilla game it was 1.25 1.75 2.25 ifI recall for Hard/VH/Legendary. That means if the Empire + any province would result in something larger than the player, it doesn't get any bonus.

    I've changed confederation changes for a few factions, namely dwarfs and HE, since for geographical and diplomatic reason these would coalesce way more quickly. I've not touched at all the confederation chance of Empire, but maybe it does indeed require the special AI bonus, maybe I could revert that change? From the player viewpoint, inless he plays HE or dwarfs confederating chance is not changed.

    @RowYerboat :

    I've lowered a lot the unit quality value of most high level units, mainly to tone down the intervenion armies, while trying to make the AI build their recruit chains faster. I could try running a test with the original values and see what happen, but my hunch is that only the most warring factions do recruit many new armies. I've seen a lot of halberdiers/canons/big unz/long beards after a while for instance, as well as imperial knights etc.
    For the new world factions it's less clear.

    @Gusino : was this with my mod or only with reprisal?

    So in essence you'd like me to help bretonnia and empire unify more, is that right?
    The chaos script is mostly untouched, apart from it's triggering clauses. Normally ther shield of civilization traits kicks in but I dunno if changes confederacy.

    Here's the kicker, Empire provinces have mostly the default diplomatic stance I think so I'm a bit vary of changing it, had to copy a lot of stuff for Bretonnia and I wasn't too happy about it. Do you want me to make them more diplomatic ? (HE stance, they basically confederate with friends, regardless of power balance)

    Anyway, with the coming of the Reprisal update, I'm gonna split this mod in 3 parts :

    The main CAI building and recruitement, occupation decision
    The chaos invastion mod with maybe associated stuff
    Non CAI changes : climates proference, a bunch of new scripts to make GS and Skaven more of a enduring threat

    Maybe making a 4th diplomatic mod is required, since some changes will impact the player too.


  • Phoenixzs84Phoenixzs84 Registered Users Posts: 42
    uriak said:

    They don't really need this, the hidden camp stance is for all practicality a neat way to recover for BM, they are safe-ish, get to reinforce etc. With a few buffs scattered in the mod it makes them more resilient. AI horde can be resurgent affair anyway.

    Firstly sorry for the lagging response but I have to disagree in this matter.If it was the case we would be somehow seeing late Beastmen factions with somewhat recruiting power.The hero-settlement level close link makes it impossible for them to recuparate.Hell even a human player has hard time balancing this hit at the right moment thing.
    A resurging beastmen is nothing like a race that has come to that turn through hard power and resilliance.By this they will be always a race that is a minor annoyance at late levels rather than a true race with a true threat level.Would you ever form a lasting alliance with the beastmen? No because they will be wiped off anyway;They are not having a momentum of growth.

    I hope they decrease the level of the "immortal" trait for the heroes of BM to 12 or something at least.Maybe then....
  • TotalBorehammer#4533TotalBorehammer#4533 Registered Users Posts: 1,222
    For races such as Beastmen that suffer from getting decimated every time they resurge, could you maybe make it so that their lords automatically start with level 10 or something, with a skill point focus on army troop bonuses? Or could you even increase level depending on turn?

    Eg: Beastmen lord recruit start level:

    Turn 1-20: Level 10

    Turn 20-50: Level 15

    ...or similar. :)
    uriak said:

    Thanks for the feedback.

    For confederating, I've tweaked two things in the current build : the bonus for Ai confederation is lowered (the confederating power must be on par or less than the players. In the vanilla game it was 1.25 1.75 2.25 ifI recall for Hard/VH/Legendary. That means if the Empire + any province would result in something larger than the player, it doesn't get any bonus.

    I've changed confederation changes for a few factions, namely dwarfs and HE, since for geographical and diplomatic reason these would coalesce way more quickly. I've not touched at all the confederation chance of Empire, but maybe it does indeed require the special AI bonus, maybe I could revert that change? From the player viewpoint, inless he plays HE or dwarfs confederating chance is not changed.

    @RowYerboat :

    I've lowered a lot the unit quality value of most high level units, mainly to tone down the intervenion armies, while trying to make the AI build their recruit chains faster. I could try running a test with the original values and see what happen, but my hunch is that only the most warring factions do recruit many new armies. I've seen a lot of halberdiers/canons/big unz/long beards after a while for instance, as well as imperial knights etc.
    For the new world factions it's less clear.

    @Gusino : was this with my mod or only with reprisal?

    So in essence you'd like me to help bretonnia and empire unify more, is that right?
    The chaos script is mostly untouched, apart from it's triggering clauses. Normally ther shield of civilization traits kicks in but I dunno if changes confederacy.

    Here's the kicker, Empire provinces have mostly the default diplomatic stance I think so I'm a bit vary of changing it, had to copy a lot of stuff for Bretonnia and I wasn't too happy about it. Do you want me to make them more diplomatic ? (HE stance, they basically confederate with friends, regardless of power balance)

    Anyway, with the coming of the Reprisal update, I'm gonna split this mod in 3 parts :

    The main CAI building and recruitement, occupation decision
    The chaos invastion mod with maybe associated stuff
    Non CAI changes : climates proference, a bunch of new scripts to make GS and Skaven more of a enduring threat

    Maybe making a 4th diplomatic mod is required, since some changes will impact the player too.

    Man this sounds awesome!

    For races such as Beastmen that suffer from getting decimated every time they resurge, could you maybe make it so that their lords automatically start with level 10 or something, with a skill point focus on army troop bonuses? Or could you even increase level depending on turn?

    Eg: Beastmen lord recruit start level:

    Turn 1-20: Level 10

    Turn 20-50: Level 15

    ...or similar. :)
    CA have a Facebook page... use the comments section of their posts and express your thoughts on ME poor quality/delays etc https://www.facebook.com/CreativeAssembly/ :)
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001


    A resurging beastmen is nothing like a race that has come to that turn through hard power and resilliance.By this they will be always a race that is a minor annoyance at late levels rather than a true race with a true threat level.

    This is 100% lore accurate. The BM never amount to more than a nuisance and Chaos does treat them as fully disposable distractions.

    The AI BM shouldn't be any more than that because otherwise we just get a repeat of Attila's blasted wasteland campaign map.
  • GusinoGusino Registered Users Posts: 6
    uriak said:


    @Gusino : was this with my mod or only with reprisal?

    So in essence you'd like me to help bretonnia and empire unify more, is that right?
    The chaos script is mostly untouched, apart from it's triggering clauses. Normally ther shield of civilization traits kicks in but I dunno if changes confederacy.

    Here's the kicker, Empire provinces have mostly the default diplomatic stance I think so I'm a bit vary of changing it, had to copy a lot of stuff for Bretonnia and I wasn't too happy about it. Do you want me to make them more diplomatic ? (HE stance, they basically confederate with friends, regardless of power balance)

    Anyway, with the coming of the Reprisal update, I'm gonna split this mod in 3 parts :

    The main CAI building and recruitement, occupation decision
    The chaos invastion mod with maybe associated stuff
    Non CAI changes : climates proference, a bunch of new scripts to make GS and Skaven more of a enduring threat

    Maybe making a 4th diplomatic mod is required, since some changes will impact the player too.

    Oh my apologies, I was talking about the Reprisal Update. I didn't notice that this thread is about a mod. I'm going to try it in my next campaign. Thanks!.
  • uriakuriak Registered Users Posts: 4,437
    edited December 2017
    I do agree with Ephraim on this one. Powerful beastmen just result in shattered main factions. Within the mod is a new buff that slashes the cost of building upgrades for horde factions. I believe CeltiK increased the level of resurgent beastmen and I could certainly do so, maybe on a turn level basis.

    So let's recapitalute

    - for the main mod, I'm gonna revert the confederation bonus chance. I won't be able to witness the impact because when I play, I stay hidden as a minor herd.

    - for the climate mod, are you happy with the current settings? I've introduced the middleground unsuitable decision for most factions, made greenskinds looters (greater priority to loot /sack) and drestically cut the occupation chance for inhabitable.
    - For the preference changes the importants elements are : greenskin find temperate suitable, savage greenskin have a different set than their cousins, they find jungles suitable for instance. DE find chaos wastelands unsuitable.

    -for the chaos and script mods : chaos is currently triggered at random chance after turn 75-100 or the player imperium level reaches 6 (from 8 in vanilla)
    Future changes I'm gonna do : make the trigger dependent on consolidated imperium level of the order axis : Empire/DWarfs/Bretonnia/Kislev/HE/LM.
    Further down the road I'd like a "point system" for the invasion, each spawned horde using one point from a pool designed around the strength of the order mostly. WIll make the respawn more controllable and less speed based.

    I've begun tinkering with scripts that trigger events similar to the Greenskin incursions in Bretonnia This will happen on random interval in the badlands and mountainous area. They are namely a nerf to dwarfs but they are designed to depict the "chaotic" (in the litteral sence) nature of these widlands. Greenskins, like Beastmen are temporarily beaten, not destroyed. These events will be half greenskins, half skaven (with a public order and skaven religion double hit)

    Are there other observations on the AI armies in general? Id' like to know if this part is fixed at least.

  • uriakuriak Registered Users Posts: 4,437
    Due to personnal circumstances I won't be able to quickly update after the Reprisal update.

    Meanwhile I've been increasingly thinking balanceing the campaign will require a good economic pass. Those would obviously change rules so they be kept in a separate mod. Here's what I do think

    - post battle loot should be rebalanced for OW factions, and perhaps accordingly to the factions nature : HE/LM are less susceptible to really profit from looting, and more aggressive race like GS/SK should be very dependant from it.

    - HE/DE have too much economical power, amplified by gigantic home regions. I feel like Naggarond should yield very little apart from a few select locations. Ulthuan is a reasonnably prosperous country but HE are supposed to be a shadow of their former maritime empire... I don't know much how to reign in their eco power.

    Other observations / idas?
  • Commissar_G#7535Commissar_G#7535 Registered Users Posts: 16,365
    +1 to Beastmen being annoying but not a major power.
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  • Overlord87#6613Overlord87#6613 Registered Users Posts: 1,031
    HE are a declining power, but they still are a world superpower. That is correct in my opinion. Still, they should be very defensive as AI behaviour.
    You could mod them to almost 100% razing/sacking settlements outside Ulthuan (i.e. non Island climate), so they'll never go around painting the map.

    They should mostly be kept in check by DE. I think once there are more DE LL going around, things will be more dynamic there.

    Once we have daemons in game 3, events can be scripted to spawn daemon hordes attacking Ulthuan. It would sort of make sense.

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