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il realy whant to thank you fore your time and servis.....
blessed be dud.
Just for my personal use, I really would appreciate if you can enlighten me on this :D
Not sure if this is compatible with Better AI Templates, I noticed during battles ~first 30 turns were massive slinger spams.
Factions definitely are dumping and using their resources, I had very little trade opportunity with other factions.
I thought the disabling forced march would be a cool feature leading to tactical decisions, but felt inverse to me (I think i'm completely too used to using forced march as an escape, and gap closer for setting armies to villages/cities. This mod at least opened my eyes to it, and happy to have given it a shot.
Some simple observations.
Is it intended for this mod to exclude the March stance? If not pls can you help me i rly need this for my campaing as ramses
Do the two mods combined improve the composition of AI armies?
And for the configuration of your campaign, you do as you want, it will not change anything in my mod
I have your mod and the camera battle mod, what is the load order in the launcher?
and
Do i need to change '' AI diplomatic aggressiveness '' to highest level in customize options to make your mod runs properly???
Thanks
-I took the liberty of deleting the "double time" and "forced march" stance because like Rome 2, the AI manages these stances catastrophically...
-Reduction of value judgments of colonies on the part of the AI (to avoid endless sieges while the AI has sufficient strength)
-Improved the value judgment of enemy forces
-To try to make things smoother, I reduced the AI's opportunism from 65% of its strength to 60%
To make things more dynamic without the AI becoming suicidal in terms of movement.
-Increased the priority that the AI attacks forces near a recently lost region (to force the AI to recover its territories and prevent it from following straight ahead like a bus)
-Big improvement on the priority of recruiting higher quality units.
The AI will recruit many more elite units (finally)
Of course, I don't have a problem being at war with 2-3 factions or against an alliance, as far as my allies and vassals don't quit (as they always do in vanilla) and really help to fight them.
I'm looking for a mod like yours because, with the current state of things, I always find myself fighting alone against 10-15 factions, some of them far away distant (I am not a threat to them), so their armies can appear from nowhere (crossing the entire map with no consequences) when you less expect. My allies and vassals always betray me, siding with the enemy, especially after "buying" their loyalty. It is challenging but not fun, neither realistic.
-Rebels have more units and armies.
-The rebels have better quality units.
-There is much more luck than army rogue pop.
-The rebels and army rogue will be much more threatening and present on the map.
-I made sure to force the AI to always be active.
-The AI never ignored passive or rebel factions.
-An adjustment has been made to the management of the AI economy, the impact is minimal.
-Rebel armies will be quicker to make arbitrary attacks.
-The maximum number of a rebel group has been increased.
-Activation: When adding a horde to an existing group the number of hordes to split from the group (excluding the new horde) to use in forming a new horde group.
-Reduced the minimum number of siege engines required for rebels to make an attack.
(Ps. I noticed the AI was wary of Garrison forces at an outpost as well, but once it had definite superiority it went for it.)
Was thinking to also Add "AI Recruits more Faction Units" and Less Native Unit Cluttering and easier high tier recruitment" Mod.
They should be compatible aswell?
But many other elements will arrive sooner or later
Adjustment and correction of AI value following the last update.
The AI will be even better and is almost 100% of the result I want (with the means made available I specify, I cannot revolutionize their AI, but comparing to vanilla is night and day.)