Total War: PHARAOH

Total War: PHARAOH

Hecleas AI Overhaul
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
Bagienny Jedwabnik 2024 年 3 月 31 日 上午 2:39 
I don't have Pharaoh Revised, I just play with coloured icons and better 2D portrait highligthing.
About the turning off sea people -> it's only reduce the amount of invaders, still we have libyans, phrygians and kaskians which are present on map and all factions have wars with them so they are not willing new wars. From my observation faction will proceed as intented in your mod only when amount of present wars is 0 for faction. On my ramsess campaing turn 160 - libyan,phrygians etc gone and Tausret started the crusade to Libya, Nubt fight with Amenmess and Bay attacked the Hittites from sea - that was great. Now I have Tausret campaign, 88 turn, no libyan, phrygians, only scripted sea people and ai is passive, focused on sea people. On the other hand, despite no wars declaring, I see that Khen-Min creates military coalition with former vassals of Mennefer, it was not present before.
Hecleas  [作者] 2024 年 3 月 30 日 下午 7:30 
Update:
-Slight increase in declarations of war (once again)
Hecleas  [作者] 2024 年 3 月 30 日 下午 7:21 
I have just tested around fifty rounds with the invasion of the sea peoples, but without the pharaoh revised mod. The problem seems to be coming to his mod, we will have to warn him.
Hecleas  [作者] 2024 年 3 月 30 日 下午 5:51 
@Bagienny Jedwabnik It's funny, I noticed the same thing too and I'm working on it at the moment, your feedback is very useful and allows me to better direct my research.
But for the moment I thought that the problem came from the Pharaoh Revised mod made by Volcano, which adds a script related to the sea peoples, I have doubts about the fact that it causes problems on the AI.

But you tell me when completely disabling the invasions of the sea peoples, the AI ​​works perfectly?
Bagienny Jedwabnik 2024 年 3 月 30 日 下午 5:42 
Your mod works brilliant on 20 turns before 1st civil war. When we have civil war ended but presence of sea people invading, I noticed the passive behavior of ai. It changed when I turned off sea people invasion, waited many turns to meet the condition -> reoccuring invasions of libyan, phrygian and kaskians were destroyed. Lack of presence of invading factions on dyplomatic relations. At this point factions started wars on me as well as fight each other. I think the cause of passive behavior is constant state of war for all factions due to presence of invader, they are out of dyplomatic system, by default war with all and this prevent factions from expand and wars with neighbours. Same observation I made on my late campaign about 160 turns - sea people was gone, no invaders - factions immediately started to live, attack and expand territory. I think changing amount of possible wars for faction would be the fix or modification of dyplomatic status of invaders
Hecleas  [作者] 2024 年 3 月 27 日 上午 7:40 
Update:
-Increased the probability that the AI ​​will declare war on a faction with which it has negative relations.
-Increased the distance penalty for war declarations (So that there are fewer factions declaring war on the other side of the world on another faction, when they could focus on a closer faction )
-Increased the possibility of making a peace treaty if the faction is far away.
Hecleas  [作者] 2024 年 3 月 26 日 下午 4:25 
Update:
Final correction of the AI ​​which remained passive from the mid game.
-the AI ​​will be much more aggressive.
-the AI ​​will no longer remain blocked or inactive.
-The AI ​​will no longer be reluctant to attack a colony when it has a large superiority in strength.
-The AI ​​will be constantly active as long as it is at war.
Wild_Marker 2024 年 2 月 4 日 下午 1:49 
Hi there! I've been loving this mod. One thing however: I tried Suppililuma and noticed your vassal keeps declaring wars as soon as they are at full peace. They're good at fighting said wars but vassals should probably not be doing that, dictating who the player fights.
Schnell_Scheisse 2023 年 11 月 23 日 上午 7:18 
I found out, that in vanilla setting the ai personalities as random helps to make it more aggressive However the AI still doesn't make new alliances with each other. Does your mod fix this issue?
Fotia 2023 年 11 月 22 日 下午 8:30 
Very nice! Thank you!
Hecleas  [作者] 2023 年 11 月 18 日 上午 1:05 
Update:
-Increase in declarations of war
-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).
-Slight reduction in great power penalties.
-Correction on the choice of unit recruitment (variety or quality etc.).
-Increase in penalties between different cultures.
Hexagoros 2023 年 11 月 2 日 上午 9:20 
Will start a fresh campaign over the weekend and let you know! Thanks for the speedy update!
Hecleas  [作者] 2023 年 11 月 2 日 上午 3:31 
I apologize for the inconvenience caused :/
Normally the problem has just been corrected.
I also tweaked some values ​​and details.
I am waiting for your feedback to know if everything is working correctly on your side.
Santanico ♀ 2023 年 11 月 2 日 上午 2:45 
The mod is not working, i tested with several factions, nothing changes
Hexagoros 2023 年 10 月 31 日 上午 11:42 
No, none of the AI factions work correctly. For me, at least, the only the thing "any" AI factions are doing is starting civil wars and occasionally doing barter agreements with each other.
Hecleas  [作者] 2023 年 10 月 31 日 上午 11:27 
But it might help me understand the source of the problem.
Hecleas  [作者] 2023 年 10 月 31 日 上午 11:27 
And all other factions work correctly? Sorry I don't have time to test at the moment.
Hexagoros 2023 年 10 月 31 日 上午 7:56 
Also, just to give you as much info as possible, I went through the diplomacy tab, and it also appears that AIs aren't making any sort of defensive or military alliances with each. They still appear to engage in barters, but nothing else.

I don't know if that's relevant at all, but hope it helps!
Hexagoros 2023 年 10 月 31 日 上午 7:07 
If it's any help, the AI will still start civil wars via the Legitimacy mechanic, but at a certain point the AI 'breaks' and becomes entirely passive 'except' for civil wars.

At least that was my experience.
Hecleas  [作者] 2023 年 10 月 29 日 下午 3:47 
I need to check all of this. Because I know that Steam took a long time to publish my mod and there were anomalies, I need to look more precisely at where the problem comes from
Santanico ♀ 2023 年 10 月 29 日 下午 1:12 
I can second Hexagoros, i play as Tausret , my friend is Seti, ai is totally passive, no wars and nothing is going on, campaign way too easy on default settings and difficulty put on hard.
In vanilla campaign without this mod in about 130 turns no faction declared war on me. With this mod on and new Tausret campaign, everything is the same, Ramesess didn't expand, nobody did except Merneptah' faction in the first 20 turns.

Can anyone confirm if this mod is 100% working ?
Hexagoros 2023 年 10 月 29 日 下午 12:44 
Not sure this is working. In my current Tausret campaign, the entire world is at peace. No one is fighting. I can provide screenshots if you like. I don't have any other AI mods.
wonowon 2023 年 10 月 29 日 上午 1:31 
I don't know the problem because I played Seti.
I will report back after testing in vanilla.
Hecleas  [作者] 2023 年 10 月 29 日 上午 1:10 
Do you confirm there is a problem with Seti? I'll see if it comes from my side.
If you deactivate my mod, Seti becomes active?
wonowon 2023 年 10 月 29 日 上午 12:50 
When I played Seti, Twosret didn't do any conquests. She kept doing outposts and encampments over and over again, literally wasting turns.
sny 2023 年 10 月 24 日 上午 6:06 
In my campaign Seti simply didnt do anything. Just sat there never expanding
Cybermat47 2023 年 10 月 18 日 下午 8:04 
Would it be possible to release the different components of this separately like you did for Troy please?
PGM 2023 年 10 月 18 日 上午 7:42 
AI uses too much effort to reinforce the outpost
Also do not expand
Fotia 2023 年 10 月 17 日 下午 8:37 
Are major factions any stronger in this? it feels like they're not doing much
Fotia 2023 年 10 月 15 日 下午 4:01 
Thanks for your work!
Julietta 2023 年 10 月 15 日 上午 8:10 
thnak's for all your work <3
Hecleas  [作者] 2023 年 10 月 15 日 上午 4:24 
Yes of course, the mod is savegame compatible
LordFrost 2023 年 10 月 15 日 上午 4:14 
Hi, can i load this mod in a campaign already started?
RAGE 2023 年 10 月 14 日 下午 7:30 
nice