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Rapporter et oversættelsesproblem
-⚔️ Declare War — Neighborhood Logic, Truces, Cap & Probabilities (new mechanic)
General principle: the AI no longer declares war at random. It targets neighbors first (shared land borders, nearby sea straits, river-linked regions) and applies truce/limit rules to avoid diplomatic chaos.
-Following player feedback, adjustment of cultural multiplier penalties to make it more logical and less punitive.
Because it would be silly to think that vanilla will have broken part of your campaign.
@Hecleas: can I deactivate or uninstall/unsubscribe from this mod mid-campaign with no issues? I wanted to see more of the vanilla experience for comparison.
-Battle AI
-Battle gameplay
-Siege gameplay
-Campaign AI (Hecleas AI Overhaul included)
-Campaign gameplay
-Faction balance
-Etc.
ppl ask u a lot , sorry.
He razed citys from Caledor over and over again but didnt settled there. I took his main city and after that he captured one of thos citys.
Yes he lvled up pretty fast that way but it was still weird, he simply didnt cared about expanding.
Just wanted to give you this feedback. Because he behaved strange
It's up to you.
Sorry if its a repeated question, Ty.
Afterward, it's not my mod.
I then preferred to devote my energy elsewhere.
Or maybe its something more arbitrary, the bigger garrisons confuse the ai
It's not a question of compatibility or anything else.
In itself, my AI mod, and even the others, are naturally compatible with SFO since it doesn't modify the tables related to the AI's behavior.
However, as I said, another element of the SFO database or one of its scripts can interfere with the hardcoded behavior of the AI.
And that alters the AI's behavior.
The best way to compare is to activate my mod, run it several times, then activate my mod + SFO and run it a few times, you'll see the difference.
You can test it with vanilla AI and other AI mods.
You'll see that each time there's a problem on the SFO side.
Unfortunately, that's a fact. I don't know why or how; we can only assume.
Thanks. In any case, if it's really a problem, I'll reset the value that was more accurate.
Unfortunately, to find the perfect solution, you have to test.
It might not be a bad thing, maybe in the long run it will be much better - but it was definitely very big change, so I thought I will bring it up and check whether it was intentional.
For my part, I've generalized the AI behavior so that it has the same, most logical intelligence: defending what is threatened, attacking when the opportunity presents itself, etc.
At the beginning of the campaign, especially if you've set the potential faction for the minor factions, each one defends, waiting for the right opportunity, and if two factions have the same strengths, you end up with a game that can quickly become blocked.
I noticed that you released a new patch just today - is it possible it has something to do with that?
Btw the mod is great, really been enjoying it. Fantastic work.
I have no idea if the mod works. I wish you'd added a setting in-game. Even using MCT, we don't see any settings. I appreciate the effort, but it would be great if you found a solution instead of leaving players in a bind.
What other mods do you have? I'm interested in your details. By the way, if you want me to test your save file,