Dominions 6

Dominions 6

AI Passive Blood
27 条留言
ebakshis10  [作者] 4 月 4 日 上午 7:25 
Excellent! I'm glad you found that balance.
Fellow Human 4 月 4 日 上午 7:01 
@ebakshis10
Thanks for you offer, but I believe I've figured out how to reduce the amount of blood AI is getting by modifying certain numbers in your mod. It looks better now, AI gets extra blood "for free" and the amount is reasonable.
ebakshis10  [作者] 4 月 2 日 下午 10:45 
@Fellow Human Thank you for the feedback. At the moment, I'm not planning on making that adjustment--in part because I don't want to affect ongoing games, in part because it's the only time I've gotten that feedback, and I'd prefer to not affect everyone's game off of one data point. However, if you want to adjust it for your personal games, you can comment out or adjust the numbers on the events that give the most blood to the AI. If you need help doing so, I can walk you through the process.
Fellow Human 4 月 1 日 下午 1:10 
In my opinion this mod needs to be tuned down quite a bit. It gives way too much free blood to AI.
ebakshis10  [作者] 2024 年 10 月 8 日 上午 4:15 
For existing games that are having difficulties after the October 6th patch:

It is my understanding that having spaces in the filename can cause issues with running mods on the server (hence the mod error). As such, it is recommended that you use the new version for new games. For existing games, feel free to replace the _ with a space in the filename and the first line of the mod (that is #modname). You should also be able to revert to the July 4th version from the Change Notes tab for the same effect.
Tanaka 2024 年 10 月 6 日 下午 8:59 
@ebakshis10 that fixed it thanks for the mod!
ebakshis10  [作者] 2024 年 10 月 6 日 下午 2:06 
That should have fixed it. Let me know if you have any further issues!
ebakshis10  [作者] 2024 年 10 月 6 日 下午 2:00 
@Tanaka: I think that has to do with a space in the file's name. One minute while I fix that:
Tanaka 2024 年 10 月 6 日 下午 1:52 
@FINAL BOSS there is a Mictlan Mod as well that gives them dominion expansion.
Tanaka 2024 年 10 月 6 日 下午 1:52 
I get an error message when enabling this mod?
FINAL BOSS 2024 年 7 月 7 日 上午 4:02 
EA Mictlan, infamous for having the AI fumble when trying to use it, stills gets absolutely bodied in singleplayer even with this mod. I think the problem is that the AI does not know how to do the blood sacrifices that expand dominion.
ebakshis10  [作者] 2024 年 7 月 4 日 上午 11:18 
#powerfinder At this time, the difficulty modifier does not affect the number of slaves the AI receives. I'm not certain how I could implement that, but it is worth looking into.
ebakshis10  [作者] 2024 年 7 月 4 日 上午 11:11 
Absolutely! The change has been made.
Moon Horse 2024 年 7 月 4 日 上午 9:58 
Very nice mod, but may I suggest adding the #notext and #nolog command to the events? It makes viewing the logs for captured provinces really ugly having to scroll though all these events.
crawlers 2024 年 6 月 28 日 下午 6:11 
I've seen the ai for blood nations (without mods) get blood income through the score charts but it is consistently low, nowhere even remotely close to what a player can do with a proper blood economy.
Nightcloak27ttv 2024 年 6 月 28 日 下午 5:52 
"Without this mod, the AI nations never blood hunt, which means they can't cast blood magic spells."
This is... blatantly false? I'd strongly encourage you to enable score graphs and actually check that sometime. I know for a fact mine do because their blood income graph looks like a stock market graph, and that's without mods. The issue, if one exists, isn't blood hunting as I'll see both the income and summons to indicate that they are indeed hunting and summoning. The issue would be them distributing slaves to mages. And the summons aren't just from nations like mictlan that have a passive income but from nations like marignon that need to hunt for their slaves.
powerfinder 2024 年 6 月 28 日 下午 5:32 
Does the difficulty multiplier affect the number of slaves the AI receives?
superresistant 2024 年 6 月 27 日 下午 11:57 
interesting
Lawh 2024 年 6 月 27 日 上午 9:53 
It's always a nice idea to give a dumb AI more ammunition to keep them going. This is a nice mod and they should probably implement something like this into the base game.
ebakshis10  [作者] 2024 年 6 月 26 日 下午 8:20 
Currently the maximum blood slaves the AI can acquire from a single province is 12d6+8d4+4d3, which is a lot, but the thought behind that is it will keep the blood nations' blood income relevant in the late game, especially since the AI isn't trained to optimize the accumulation of blood slaves. As such, they might only have blood mages gathered in 3 or 4 forts, even though they would have a better yield if they spread them out over multiple provinces.
ebakshis10  [作者] 2024 年 6 月 26 日 下午 8:06 
@Demonsthenes As of the release build: Provinces are broken down by population tiers, the first being 1250, then 2500, then 5000, and finally 7500. If a province has the minimum population for the tier, it will trigger an event that provides blood slaves (assuming the income can be traced back to a fort). So, a province with a population of 3700 will trigger the 1250 and 2500 events.

Likewise, mages with higher blood paths will trigger the accumulation of more blood slaves. Blood 1 will trigger 1d3, Blood 2 1d6, Blood 3 2d4, and Blood 4 2d6. So, a blood 2 mage in a province with a population of 3700 will acquire 2d6+2d3 blood slaves.
ebakshis10  [作者] 2024 年 6 月 26 日 下午 7:55 
Finally, it runs counter to the goal of the mod--that is, to ensure that the AI has the resources it needs to make use of the abilities it currently isn't using. Adding unrest through the use of this mod would add complications that I'm not confident the AI is capable of handling, and might result in them not using the resources they currently use.

That said, just because it's beyond the scope of this mod, doesn't mean it can't be done. It is possible to make a mod that adds unrest to provinces that have blood mages in them. You can even make such a mod dependent on this mod so that they work together. But generally, the more features added to a single mod, the more likely one of them is to break, or to have undesired consequences. I shan't rule out the creation of a mod that produces unrest, either by myself or someone else, but for now, this mod works.
ebakshis10  [作者] 2024 年 6 月 26 日 下午 7:55 
Third, it isn't a player-facing mechanic, and if the player did encounter it, I doubt they'd be pleased with the results. Player-driven blood hunting tends to be more efficient when it focuses on depth (i.e. having several blood hunters working on a single province) rather than breadth (i.e. having one or two blood hunters across all their provinces), but this mod works the other way--the more provinces that have blood mages, the higher the blood income, regardless of how many are in any given province. If I were to simulate the unrest gain from blood hunting, this would result in AI blood nations being bogged down in unrest that the player would then have to patrol out when they took over.
DasaKamov 2024 年 6 月 26 日 下午 7:55 
@junkmail4mjd:

That would affect human players also, which means that they could be double-penalized with Unrest from Blood Hunting AND Unrest just for having Blood Mages present.
ebakshis10  [作者] 2024 年 6 月 26 日 下午 7:55 
It's a thought, but there are a few reasons why I didn't do that. First, it would require disabling the mod every time the player wanted to play a blood nation, because altering a nation's units would affect the player as well. Second, it would result in the nations having unrest pile up in the forts where they're recruiting mages, resulting in a game where the AI couldn't recruit troops or commanders.
Demonsthenes 2024 年 6 月 26 日 下午 7:53 
What's the formula for how many blood slaves the AI gets? Just curious for modeling what to expect.
junkmail4mjd 2024 年 6 月 26 日 下午 7:10 
maybe you can give the blood mages the trait which causes unrest per turn(don't remember what it is called but the oni kings have it).