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How about these other values? Will increasing them also make the AI more aggressive? Never clearly understood the descriptions for these and googling them also just leads me to other people confused about them ever since I think even from Shogun 2 times lol. It's like a double positive double negative confusing situation description of sorts.
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_PRE_ASSAULT
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_PRE_ASSAULT
?
To Mumm-Ra: I don't see how it won't work with ass ladder removing mod!
Im getting tired of always having to be attacked when the AI only has overwhelming odds.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3425174065&searchtext=assladders
Can this MOD develop attack and defense strategies based on the formation of armies according to racial factions and branches? If not, can I use MOD to define my own AI race, faction, and branch to form an army and implement attack or defense strategies?
Especially in terms of defense, a certain faction has poor long-range capabilities. Can they stick together in the woods and not leave?
I hope this update is not the end. I wish you a happy Mid-Autumn Festival!
If modding tools permit, would you consider making a mod that guarantees that they will launch an attack after 1-2 turns of besieging?
so this is a new feature ? Cause I'm mixed because of your latest comment
To Rennen: Same as above.
I use Incata's AI mods and his AI decision making mod makes AI travels in stacks of 4 sometimes to attack settlements if I remember correctly. Give it a look if you have not already.