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| AEE TESTING; Report AEE: GC bugs here | |
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| Tweet Topic Started: Dec 29 2009, 02:33 PM (10,318 Views) | |
| Spartacus | Jan 15 2010, 08:32 AM Post #121 |
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AEE Aedilis Plebis
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So at the very least are you saying that you want Descr_Reg and Strat to agree on the default culture and faction creator? Because that's easy enough to do. |
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| MAJ Pain | Jan 15 2010, 09:36 AM Post #122 |
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AEE Civis Romanus
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Hi guys my AI Personality tests with the Greek and Macedonia factions are going well. The trick was to make Greece more domestic minded and Macedon more militant. Now I must fine tune it to achieve the best balance of power between the 2 factions. Basically, the overall result is that the 2 factions get bogged down in a long fight going back and forth, although Macedonia has a slight advantage (which I will try to reduce). The endstate is that neither faction goes on a massive conquest annihilating the other factions. Interesting things to note is how neighboring factions are now free to expand elsewhere. Epirus conquered most of Italy and started to take on Illyria before Rome soundly defeated Epirus's armies in Italy, and Carthage's navy began intercepting their reinforcements. Thrace began conquering vast swaths of barbarian independent lands. Things were also very interesting in Asia Minor. Funny how changing one thing in a small part of the map affects the whole world.
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| danylp | Jan 15 2010, 01:38 PM Post #123 |
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AEE Centurio
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Maj, it sounds really interesting, I can't wait to rewrite the history :D:D |
| Win XP SP3 (will be a win7 in the next two weeks), 1,5Gb RAM, ATi Radeon 9600Pro | |
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| limes | Jan 16 2010, 05:30 PM Post #124 |
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AEE Censor
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I would like to avoid re-editing descr_strat. It's matter of the future. We have to discuss commonly campaign and then we'll make changes (AEE patch). Now, most important thing is eliminating CTD (I think in my version everything is all right) and decreasing things that affects game seriously (like recruitment system). Ad Rem. It's enough to edit descr_regions and then EDU (units should be available for slave in all faction AOR, I think it's almost ok now). All slave settlements should get proper "default culture". If it's done slave faction will recruit correct units. So, final conclusion is which default culture is correct for slaves in every AOR (Seleucid, Gaul, Greek, etc, etc.). In Roman AOR (Italy) default culture for slave settlements is "senate". Now, AI in Italy is very clever. I'm proud :):). Now, I'm starting to check gauls. PS. I'll make hotfix for you for few days. I changed too much, including texture names, so it's not enough to send txt files. Pack will contain new: - descr_strat (families and relatives), - descr_regions (recruitment system), - decr_mercenaries (recruitment system), - EDU (recruitment system), - EDB (recruitment system), - DMB (new skins, new names of skins), - new map files (with land brigdes), - Export_descr_character_traits (RRS), - Export_descr_ancillaries (RRS), - text files - skins with new names, - new skins, - UI cards. @ MAJ Pain. Good work. I need to know the Personalities... I said it's matter of time when we find sth correct. I had to concentrate on core work, so most tasty things must be examined in campaign :):). PS. When I had started to create AEE everyone complained that Macedons are too strong
Edited by limes, Jan 16 2010, 05:45 PM.
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| Spartacus | Jan 16 2010, 08:06 PM Post #125 |
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AEE Aedilis Plebis
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They were....they ran over everyone.
Do you want me to do that? Edited by Spartacus, Jan 16 2010, 08:08 PM.
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| danylp | Jan 17 2010, 06:12 AM Post #126 |
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AEE Centurio
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Once i beat the macedons in the vanilla rtw
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| Win XP SP3 (will be a win7 in the next two weeks), 1,5Gb RAM, ATi Radeon 9600Pro | |
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| limes | Jan 17 2010, 09:16 AM Post #127 |
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AEE Censor
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@ Spart 1. Yeahh. Macedons :). 2. I would like you to examine it first. Try to change descr_regions (D_R) and when it's necessary descr_strat (D_S). We'll fix required files when your efforts brings positive effects. |
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| MAJ Pain | Jan 17 2010, 10:23 AM Post #128 |
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AEE Civis Romanus
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OK so I ran a dozen different tests using the -ai command line switch so that my findings would be more scientific :). I chose to have the AI play all factions so that I would not influence the outcome, and I added the line console_command toggle_perfect_spy to the AEE 4tpy script so that I could see everything. I ran a large number of tests so that I could establish an "average" finding. Overall the results varied greatly, which is good - it leads to variety in the game :). I recommend setting Macedon to "fortified napoleon (or Genghis)" and Greek_Cities to "bureaucrat mao" and adding some denari to their starting pot so that they start with about 10,000. Results are a reasonable balance, although one campaign the Greeks, Epirus, Illyria, and Thrace all massed on Macedonia. They were defeated within a dozen turns lol
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| Spartacus | Jan 17 2010, 10:28 AM Post #129 |
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AEE Aedilis Plebis
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I'll make Descr_Regions conform to Descr_strat and email the file to you. Should get that done today. |
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| MAJ Pain | Jan 17 2010, 02:20 PM Post #130 |
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AEE Civis Romanus
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One more thing guys. I observed in my tests that when a faction occupies a newly conquered settlement it will recruit Mobs until Auxillia Phase 2 is built. I recommend decreasing the cost of Mobs but increasing the recruitment time to at least 8 turns. This gives the AI time to build the Auxillia Phase 2 so it can recruit proper units. |
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| limes | Jan 17 2010, 03:56 PM Post #131 |
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AEE Censor
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Hmmm. It's strange. I checked Gaul, Seleucid, German settlements. Everywhere mob. Rebel faction besides one its branch in Italy recruit mob. I don't know how to change it. I'll check auxilia2 building.
Edited by limes, Jan 17 2010, 04:17 PM.
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| Spartacus | Jan 17 2010, 06:37 PM Post #132 |
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AEE Aedilis Plebis
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Why not just let Auxillia Ph 1 recruit a cheap spear unit? Every faction has at least one of those. |
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| Spartacus | Jan 17 2010, 08:58 PM Post #133 |
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AEE Aedilis Plebis
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Limes, check your email for the files. |
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| Spartacus | Jan 17 2010, 11:55 PM Post #134 |
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AEE Aedilis Plebis
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Went back and tested the game with the revised files. I can't see any effect from simply adjusting the factions. I started a campaign as Greeks and sent my spy to Asia Minor. The first rebel town he reached was Ancyra and by the time he got there the AI had recruited 3 mob units and apparently nothing else. The good news is that the game ran smoothly with the changes. |
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| limes | Jan 18 2010, 09:07 AM Post #135 |
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AEE Censor
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Hi. Spart. I think there must be another way. Pity, that more complicated than simply D_R editing. Roman branch of slave faction is based on slightly different principles. I have to exmaine the problem. Of course you may experiment, but D_R editing is not enough. @ MAJ Pain. Did you really notice that slave faction recruited different units than mob with auxilia2 building?
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| Spartacus | Jan 18 2010, 10:14 AM Post #136 |
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AEE Aedilis Plebis
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I'm going to play with it today. The game, I mean!
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| Spartacus | Jan 18 2010, 03:04 PM Post #137 |
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AEE Aedilis Plebis
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Test result: Action taken. Adjusted EDU and EDB to make aor_gaul_spearmen_custom recruitable by all factions in the lowest levels of the governors houses (core buildings.) I also added the unit cards and unit info to the UI folder for the slave faction. The gauls - a warband - were cheaper and faster to recruit than the "mobs." Started a Seleucid campaign and, as before, marched my garrisons out of a lot of the towns but also, wherever possible recruited spies. In a few of the towns I left the auto-recruiting on. I quickly found that given a choice the AI when making auto-recruiting decisions on Seleucid troops would chose the Warband over the mob. Second, when the revolts occurred I found that the AI was avoiding mobs and picking the warbands. So, this seems to have some promise but then I thought that there might be an even easier solution. Leave the "mobs" as relatively expensive, time consuming to recruit, and small (30 men) units and simply call them "Local Militia" or something. Give them the attributes and combat value of spear armed troops and take away the javelin throwing ability. That way, if the AI recruits them, so what? It's still a combat unit rather than a mob. I'm going to re-start the Seleucid campaign and take careful notes on about 5 cities that I am confident will rebel at the first opportunity and see what they recruit. I'll let you know. |
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| Spartacus | Jan 18 2010, 06:34 PM Post #138 |
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AEE Aedilis Plebis
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Okay. Here is how the test went. I moved garrisons out of six Seleucid towns on Turn #1. Gordium Sardis Damascus Palmyra Eusebia Pasagardae On turn 2 they rioted. On turn #3, 4 of the 6 rebelled. Spies that I had recruited and moved into position reported that: Gordium had a rebel garrison of 3 Inf, 3 Cav, 3 Missile and 1 Gaulish Warband. Sardis had a rebel garison of also of 3 Inf.. 3 Cav 3 Missile and 1 Warband Damascus had a garrison of 5 Inf, 5 Cav, 5 Missile Palmyra had a garrison of 7 Missile 3 Cav and 1 Warband Eusebia and Pasagardae rebelled later Eusebia’s original rebel garrison was 4 Inf. And 1 Cav. Pasagardae’s garrison was 4 inf. 2 Cav 1 Missile and 1 warband. - - - - - - - - While this was going on I was tracking the AI’s automated recruiting for 3 Seleucid towns. Lystra, Tarsus and Duora Europis. The AI recruited 5 war bands and no mobs in Lystra in 6 turns. It recruited nothing in Tarsus until the last turn when it recruited one war band. (No mobs) Doura Europis also recruited 5 war bands and no mobs. - - - - - - - - Lastly, I kept track of what units were recruited in the rebelling cities. Gordium recruited 4 war bands Sardis recruited 4 warbands Damascus recruited one warband Palmyra recruited 3 war bands Pasagardae recruited 2 war bands and only the late revolting Eusebia recruited one mob unit. So, it seems that adding a cheap alternative to the core_buildings does impact the AI’s choice of what to “recruit.” |
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| MAJ Pain | Jan 18 2010, 07:54 PM Post #139 |
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AEE Civis Romanus
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@ Limes I was referring to the playable factions, not slave faction. Playable factions will recruit mobs if there is no other unit available to recruit. |
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| danylp | Jan 19 2010, 07:39 AM Post #140 |
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AEE Centurio
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so if I understand correctly, the AI is recruiting only the cheapest unit Guys, I have an idea, can you transfer the blood spray effect from the M2TW to the mod? Edited by danylp, Jan 19 2010, 08:13 AM.
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| Win XP SP3 (will be a win7 in the next two weeks), 1,5Gb RAM, ATi Radeon 9600Pro | |
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