[quote who="Vallu751" reply="1" id="3398320"]But war. Being in a state of war is of no value. War is just a tool that enables you to attack someone else. The AI seems to think otherwise. It just declares war and then sits back "Ah, HA! Showed you there. Now we're at war. Can't top that smart move, can you?"[/quote] There are two settinigs for AI which allow this situation. First: relations settings may go low and AI may declare war. Second: for each stage of the game AI has lo
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I have installed the Undead's DLC but don't see any signs of Undead choice on the starting screen. I can't create undead sovereign, can't choose undead race. Where do they hide? It could be a silly question for a player, my game is full of mods, but nevertheless, please, explain! I have no time to play, mostly continue modding. I've started modding when the version was 1.3. Now I have to update to 1.4 and undead DLC.
[quote who="GFireflyE" reply="8" id="3402523"]Never did I say that units should be much cheaper so that you need less metal.[/quote] Yes, you didn't. But you said: [quote who="GFireflyE" reply="1" id="3401926"]I love having to fight over a city to obtain something rare or important.[/quote] If units are cheap, then every mine becomes more important because it can help more and quicker. Unfortunately factor of rarity works against poor AI because human player needs
[quote who="athelasloraiel" reply="4" id="3402125"]hmm, funny, looks like AI doesnt know what are his priorities (like crushing human opponent!).[/quote] It's easy to mod. Give war the highest priority. Add more hatred between kingdoms and empires. Choose Insane difficulty... And die. I didn't hear any complains on Insane AI, did you?
[quote who="onomastikon" reply="12" id="3402133"]Oh, this really needs a tiny bit of work sir![/quote] By modding make units cheap, allow training yards in all types of cities - and that conclave would produce that archer quickly and that archer will be decent warrior. Delete features "Produce research" ... etc and here you are! The game is raw but you can adjust it to your needs. Mod it!
Crastiloowa , sjaminei , Thank you. I could not find a way to modify unit types of males or females but I found tha way to make abilities dependant on gender. So "blank" males and females are equal but while choosing traits they be
[quote who="GFireflyE" reply="1" id="3401926"]AI need horse units.[/quote] There is another help for "stupid AI" who doesn't know what to do with horses. I tested addition of +1 to move to everybody and AI is now quick even without horses. So all races' basic speed was made 3 (Mancers have 4). Now everybody moves through forest for 2 squares and it feels that the game is more dynamic now. At the same time Mancers don't have a great bonus, since they also move through fores
Some times it happens that highlighted traits are not chosen yet. Thus my game highlighted Lethal III and I thought I have it but it appeared that it's missing.
At first I would like to mention some things that I didn't like and how I managed or suggest to overcome. I don't like to start in poor location with low Grain/Production/Essence and need to press Ctrl+N many times I edited tiles for all resources that they all give at least some essence and made maximum number of tiles 10 instead of 9. Now I often have 4/3/3 tiles almost in every start. This also benefi
I think this (Run-Away AIs) is not the problem. Lots of AIs are like seeds thrown to the ground - some are lucky, some are not. Their main purpose is not to grow equal all but, only few of them should be equal to human player to make the competition.
New question: Is it possible to mod gender differences? For example: all male trainable units, champions and sovereigns may have +1 Attack and 3 hit points, all female trainable units, champions and sovereigns may have +1 Dodge and +3 Spell resistance. As for now I didn't find any possibilities. Is this possible or not?
[quote who="StevenAus" reply="10" id="3401119"]AIIntelligence affects how much time the AI is allowed to think (thinking times). So it's using the same algorithms, it just takes longer to end your turn (I think).[/quote] Cool!!! Great answer!!! Except two last words in (...) ))). I hope this don't effect research rate, because clever AI is preferable that cheating. [quote who="Primal_Savage" reply="11" id="3401150"]Any number between 3.0 and 10.0 would have worked, but
[quote who="Primal_Savage" reply="2" id="3399961"]AIIntelligenceFactor: Augmented (10.0 vs 3.0(R) vs 10.0(I)) --- Might as well use the best algorithms all the time.[/quote] But it's said that even Challenging uses the best algorithms. An it has just about 2-3. Where is the truth? Does Intelligence affect Research?
You can have a Pony (+3 to speed, btw) or some other mounts from quests. You can train mounted henchmen and take everything from them.
[quote who="dimstog" reply="3" id="3400400"]That's funny and good to hear ! However, that means I would have to do a playthrough will all races at least once... Well, I might try on Easy with fast pace and lots of resources... It still sounds boring though.[/quote] You can mod this in few minutes. All troops you need for AI are upgradable Horse Archer, Horse Mage and Horse Knight (there should be two versions of each unit: with and without expensive amulets) in CoreUnits.xml file.
Lucky+Quick+Tough imho is the best combo for AI empire/kingdom. Then you can mod predesigned wraith units by giving them shields and traits that give +10; +10 Dodge and +10 Accuracy. And you'll face wraiths with 50Dodge and about 90 Accuracy from start. Then try to fight them on Expert level! Their dodge will be around 70 or more!!!
[quote who="sjaminei" reply="423" id="3400906"]Well it is a tad bit harder then. Try making a new .xml file in your modsfolder and just copy the stuff you want to edit (not the whole file). Remove the tags from your new file, and there should not be 2 messages. Editing the old one is harder.[/quote] The problem is solved for now. I wanted to make unit abilities be cheaper in production. I created a mod file and removed all and tags and kept all
[quote who="Alstein" reply="1" id="3400874"]Challenging is best AI gameplay, but no cheats Insane AI cheats like a mofo.[/quote] Yes, Insane has 1 in Cheats section, but what means "AIIntelligence"? Insane has it on 10 and Challenging only on 2-3.
[quote who="sjaminei" reply="421" id="3400857"]If you don't intend to create a mod and share it, just edit the file without creating a copy. If you delete it later and get steam to check local files it will be replaced again with the normal file. [/quote] I want to keep it as a mod, so that to ensure that no patch or Steam will overwrite my changes and perhaps I will publish the mod if it will be interesting. So the question remains the same - how to edit abilities for a m
Also Trog's starting spearmen have Armor profficiency, unlike any other starting spearmen. This makes them rather expensive in training.
If I build and then cancel to build a structure which requires crystals, these crystals don't return to my crystals' count list. For example I have 20 crystals and start to build animated statue which requires 10 crystals. 10 crystals are subtracted from 20 and I have 10 crystals. Then I cancel building process and don't get +10 crystals back.
It's said in the description, that "AI uses its best algorithms" at this difficulty level. But when I opened and xml file to edit "difficulties" I saw that AI intelligence is about 2-3 ( I don't remember exactly) but on Insane level AI intelligence is about 10. So it turns out that on Insane level AI is much better. Is that so or this option shows something else?
Problem: If I make a copy of CoreAbility.xml where I edit abilities, in game I see that both abilities apply to a unit - those from original CoreAbility.xml and from my edited file. Also I see both descriptions. Example: I try to make trait Strength give +3 Attack instead of +2. I create a new file traits.xml and put it in the Mods folder.
[quote who="NeoNick7" reply="12" id="3398668"]I think the trait is only given to new troops, but from your story it seems it may be added to old troops also!?[/quote] Fortress bonuses are applied only to newly created units. It's Town which gives additional HP to all your units.
[quote who="NeoNick7" reply="6" id="3398669"]But in my set-up I had Life, Air and Earth (not Fire)[/quote] You just need to hire Arcturus. This mage hero has Fre+Water magic this is all you need. Because without Fire combat henchman is not so good. Dbt if you make him Governor he will be a fine governor without any enchantments. I'd suggest you wait a little for Arcturus (and Fire) and 3d level of Fortress to gain additional +2 to Initiative. But it's up to you.