Total War: PHARAOH

Total War: PHARAOH

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Hecleas AI Overhaul
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标签: mod, campaign
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更新日期
1.103 MB
2023 年 10 月 13 日 上午 2:25
2024 年 4 月 1 日 下午 12:54
18 项改动说明 ( 查看 )

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Hecleas AI Overhaul

在 Hecleas 的 1 个合集中
Hecleas Mod Pharaoh
3 件物品
描述
HECLEAS AI OVERHAUL

The intelligence, aggressiveness, behavior, tactical movements, choices, diplomacy, economy, objectives and decisions of the AI ​​has been completely revised, it will no longer be inactive, will seek to conquer the world, you attack as soon as possible.
He will not do suicidal action, but will do anything to decimate your army and settlements, be careful and strategic, because the AI ​​will not give you gifts this time.
The goal of the mod is to really have the feeling of playing against a human, who analyzes the strategic positions, the power of the enemy against him.
Knowing how to fall back when necessary and persist as soon as possible.
Let them protect its threatened borders and go and confront it as soon as possible.
I specify that the aggressiveness is adapted for the veteran players. AI is genuinely violent.
Diplomacy now has more impact, more importance and the strategy you want to put in place will have to be carefully applied.
The economy linked to diplomacy takes on its full meaning and becomes essential, one does not go without the other.
The AI ​​will build many more buildings and units of very good quality, all without the slightest bonus/cheat.
It will adapt its investments according to the situation. Will build armies after defeats or during periods of war, will take the time to develop its buildings in times of peace and in war if the situation allows it. He will not hesitate to invest his money for diplomatic, bribery, influence, economic or other purposes.
If his income allows him, he will enter into more actions with his agents.
The campaign will be much more complicated, I advise you not to put too many bonuses for the AI ​​in the campaign presets.
Because take into account that basic, the bonuses for the AI ​​are present to compensate for the lack of intelligence of the AI.
Except if you play against an AI who now plays almost like a human and has bonuses on top of that, it can become insurmountable.
Even more if you play multiplayer.

BEHAVIOR

-The AI ​​is no longer inactive, each turn it will make sure to play intelligently and be efficient, to move strategically, like a game of chess where each piece moved is important.
-Now you will have the feeling of playing against a human player and not an AI
-The AI ​​now has a better analysis of enemy forces, it will fall back, put pressure or attack at the right time.
-The AI ​​will be much more aggressive and will seek to conquer the whole world.
-The AI ​​will always have as a priority to defend its threatened or conquered lands rather than focusing on conquering by leaving its lands conquered by another AI
-Suicidal attacks have been fixed and will never happen again.
-The AI ​​no longer leaves all its armies unnecessarily on a capital from the start to the end of the game, it now distributes its forces where the threat is present and where it wishes to concentrate its attacks.
-The AI ​​which defends its territories where the enemy has penetrated.
-The AI better defend its neighboring regions with an enemy and threatened.
-Adjustment of the priority of recovering lost territory
-AI will read your moves even better
-Suicidal attacks on colonies no longer exist, the value judgment has also been adjusted and the AI ​​will come to attack or besiege you with the necessary forces.
-The AI ​​now knows from its analysis when it is necessary to retreat or attack.
-Assume that you must now be wary of the AI, because it can ambush you or block exits to trap you
-The anti-player has been adjusted so as not to break the logic of the AI ​​and not be suicidal in attacking us while he is losing his lands.
-The AI ​​will mainly choose colony capture.
-Reduction to its fair value of a last colony, which will avoid unnecessary sieges of 10 turns
-Even if the AI ​​is not at war, it will have the audacity to enter adversary territory against factions with poor diplomatic relations, in order to put some pressure if it is not occupied elsewhere
-The AI ​​will recruit a lot more armies, better quality and as much as possible!
-The AI ​​will invest its money more intelligently its money, it will be mainly distributed between the armies and the constructions of buildings.
-He will invest his money as soon as possible without breaking the bank.
-When he is close to dying, he will invest his money mainly only in the armies to try to resist until the end.
-He will be less passive and will seek to really build an empire
-You should know that even in legendary difficulty, the AI ​​does not even spend the money it has in huge quantities.
-The AI ​​will spend its money, will therefore be less passive and all this without adding bonuses.
-Many other details have been adjusted

DIPLOMACY

-Diplomatic value bonuses from events; peace, released faction, defensive alliance, military alliance, non-aggression pact, released troops have been increased
-Diplomatic value penalties for events; ally refused to join war, battle ally supported refused, raiding, tresspassing, troops enslaved, troops executed, war have been increased
-*new* a diplomatic bonus has been added following these events; barter agreement, barter, military access, trade agreement
-*new* a diplomatic penalty has been added following these events; trade agreement broken, city besieged, city occupied
-Each diplomatic or campaign map decision will have more impact on your relationships
-The AI ​​will first seek to break and cancel all its treaties if it is in bad relations with you before potentially declaring war on you.
-The possibility of forming confederations has been reworked, it will be possible in case of extreme necessity for the faction which preferred to be confederated rather than die eternally. (Vanilla Confederation is for me a lame way to shorten the campaign while erasing cultures in a banal way)
-Commercial exchanges with hostile factions are much more complicated (a certain penalty), for the logical side, but still adequate to be able to exchange an important resource in the eyes of everyone
-War declarations have been slightly increased to make the campaign more dynamic and less passive.
-In a logic of absolute power, the great power penalty has been remitted, in order to add difficulty at the end of the game and potentially suffer betrayals or others.
-Trade treaties now grant you more diplomatic relationship bonuses, which allows you to circulate more resources on the campaign map and to maintain your deteriorating relationships.
-The AI ​​will fight for its own culture and will have a negative opinion towards any other different culture.
-The opinions of other cultures can deteriorate over time, it's up to you to maintain them.
-Removal of the penalty placed by CA on the distance of war declarations preventing the Hittites from declaring at a distance from the Egyptians.
-Increased possibility of making treaties with related factions (best friend, very friendly and friendly).



This will make your campaign the most eventful, the most complicated, the most aggressive, the most bouncy.
The goal is just to improve it, make it more lively and adapt it to veteran players who are tired of the ease and inactivity of a normal campaign.
Your feedback is welcome, as are your ideas, if there is a small bug or something else.

Good luck, you will need it...

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44 条留言
Hecleas  [作者] 2024 年 7 月 27 日 下午 6:38 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3298135277&searchtext=

Here is the reworked and improved mod for Pharaoh Dynasties
Beast 2024 年 7 月 13 日 下午 8:06 
works with radious mod?
Kroc 2024 年 6 月 3 日 下午 11:55 
@Hecleas

Are you saying that even without mods, the AI does not declare any war ?
I thought it was due to yours, so I deactivated it, but i'm still stuck with this issue it seems.
Kételyes Erkölcsű Honfitárs 2024 年 5 月 23 日 下午 12:29 
The AI absolutely do nothing just fulfill the outpost then waiting for to be exterminated...sometimes Ai ordering their troops to the desert to suffer and die without fighting. Im wondering why the description of yours doesnt appear ingame. If i choose the settings at beggining of campaign for example the behavior of AI from default to agressive it can cause any compatible problem according to your mode?
☙ 𝓓𝐚𝐞𝐱𝐨𝐬 ❧ 2024 年 5 月 8 日 下午 3:15 
Toujours un travail incroyable. Merci beaucoup
Bagienny Jedwabnik 2024 年 4 月 2 日 上午 8:55 
Thank you Hecleas for your work. For me it is not a big problem, as I know when turn off the sea people to force factions to more act, anyway your mod is absolute must-have for me. It's a shame that passive diplomacy could prevent new players from enjoying this title.
I will try to post it on CA forum, perhaps adding option to turn off other invaders, same like sea people, could be easy solution. Hope so it is still supported.
Hecleas  [作者] 2024 年 4 月 1 日 下午 12:57 
After a whole day of testing, yes there are a few things that are blocking, the AI ​​does not declare war. It doesn't matter what values ​​I can put.
Unlike all the other Total War games where I have no problem setting the AI ​​to its war declarations.
The only thing where I have an impact is to make the AI ​​more or less declare war on the player.

Something seems to be stuck in the hardcoding.
CA needs to do something about it.
Last solution remains a mod with a script which creates a dice rolling system to force a declaration of war
Bagienny Jedwabnik 2024 年 4 月 1 日 上午 3:57 
I will do more testing,maybe new camp. but I did not notice improvement. I checked the diplomatic relations, all factions are in war with Sea People scripted, no new declarations. So I turn off sea people for 1 turn, they dissappear and whole map started wars. Seti annihilated minor Egypt faction, but after that no new wars, libyans, kaskians etc. returned so every facion has 3 wars + ones declared in turn of Sea People off.
I wonder if there is hard condition that checks if faction is in war -> no more wars declared, no matter strenght and opportunities. It seems there is no difference if faction is in war with 1 invader or 4, it efficiently prevents faction from declaring new wars.
The trick would be changing diplomatic relations with invaders, for example libyans is no more in default war with Hittites so they would have more windows to declare wars when they dealt with own invaders. I don't know if it is possible to set all invaders as neutral so they would act as other factions
Hecleas  [作者] 2024 年 3 月 31 日 下午 4:08 
Ahhh I just understood, I'm reassured, I thought it was passive (in terms of behavior).
But in reality you are talking about diplomacy.
Yes, it's true that AI does not declare war enough beforehand.
I corrected this on the last update.
If it's still not enough I'll increase it again