全面战争:战锤3

全面战争:战锤3

Da Mega Mod - Standalone Version
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更新于:2024 年 6 月 13 日 下午 5:55
作者:MrSoul

1.1.0
From OAI:

Oh boy, a lot to cover with this one. Done a fair bit of playtesting and messing around with script ideas. So here goes.

So first off, go with simple things:

Anti-player bias nerfs are back, just not as extreme as they were before, except easy, which is still 0.1
Tweak the deal evaluations for war with the AI slightly, I found it didn't really seem to be an issue after all
After reviewing it, I cleaned some stuff, like the old CAI variables table; I don't need it.

Now the real meat and potatoes of this update.
The Diplo script, or, I guess, the war declaration script, is well, I redid it from the ground up entirely this time.

It has new features like checking only on neighbouring factions to declare war on, the aforementioned won't declare if already at 3 or more, can target the player now (more on that below), and two sep attitude ranges with diff odds for declaring war(to be further tweaked as I playtest now that the freakin' thing works lol, this took a lot of troubleshooting to figure out on my end). This script now should really keep the AI active in regards to declaring war, especially with what seems like, and ya lol, perhaps an overcorrection by CA with the responses to things like miscalculated anti-player bias when the game launched. The whole point of this mod has always been "organic AI," i.e., AI factions that, to some degree, feel like they have their own agency and goals and aren't just factors in a video game for the player to overcome or obstacles for amusement in a coop game. Yes, ultimately, this is a fruitless goal as the AI is what it is, but mods like mine and so many others do what they can to work around its limits and create something "better." The point is that nations declare war; Lol, don't give a shite if you're a "player faction" or not.

This brings us to the next big development of the script. New MCT settings.

I understand a lot of people don't agree with what I'm saying, and there has been another theme of this mod from day one. Have it your way.

MCT settings now include toggles for targetting the player, and two for debugging and script logging for my sanity...or your fun if just want to get everyone declaring war all the time lol woooo! battle royale mode!

Anywho, did a sweep of all functionality before uploading, so it should be good to go, but I'll be playing pretty heavily now that the bulk of the current mod work is done, so should catch anything if I missed it...hopefully :D

更新于:2024 年 6 月 10 日 下午 8:03
作者:MrSoul

1.0.2
OAI update:
- Updated diplo script again:
Added, and turned off toggle for script logs
Added condition so AI shouldn't declare war if already in 3 or more wars
- Finished updating personalities table
- Removed most player bias settings (potentially contributing to AI not declaring war on player at all, CA apparently fixed this table too a while back...so let's give them benefit of doubt, easy diff is still in there though)
- Removed old construction priorities edits, redundant now
- Removed declare war/offer declare war edits (potentially contributing to AI not declaring war on player at all, likewise CA apparently looked at the extreme long distance declarations a while ago, we'll give them the benefit of the doubt here too)

Why MrSoul?

I've noticed while playtesting other mods that the AI since recent changes either to the game or OAI, as like, just stopped declaring war by themselves at all. I don't think it was the anti-player bias table, but CA changed internal logic for how those values are judged and weighted so it's time to re-assess those edits anyways with new baseline for vanilla(rest assured if the war dec's get cray cray while im playtesting next couple days, I will revert this change)

Removed the anti player bias and war eval edits and boom, AI went back to declaring war normally, not even on me too, like on other factions without my script forcing them. Figured push this update out incase others experiencing same problem. I'll monitor and note how these changes effect my next campaign run, and tweak as needed but think this change is for the best overall and helps towards clearing more useless clutter that's become obsolete in the mod.

更新于:2024 年 6 月 3 日 下午 9:02
作者:MrSoul

1.0.1
Updated AI budgets table
Added new script to gift AI money to accommodate their new spending caps


...why?

- This is apart of an going attempt to mitigate amount of 1-3 unit armies the AI has spammed out into mid, and especially late game. Eventually want to use this in Organic AI, but for now makes more sense in the overhaul, especially the gifting AI money part.

更新于:2024 年 6 月 2 日 下午 11:15
作者:MrSoul

Cleaning out some old OAI db files, bringing over one update

更新于:2024 年 6 月 2 日 下午 3:15
作者:MrSoul