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报告翻译问题






an ai that is super aggressive and leaves out too many openings or an ai that is super defensive?
A. Wait for CA to "Fix" it, then wait for them to "fix" it again after breaking another part of the game and not addressing the core issue, and then wait even longer for them to do a final 'fix' and deal with what they've broken with that patch.
B. Use this mod, with a grain of salt that it is not perfect and if you ever expected such before setting foot on the workshop AND with anything CA officially puts out - temper your expectations and try and reside in reality that there are too many moving parts for a singular mod author to know all the 'effects' when we are restricted from the actual inner workings of the engine/game
C. Use another AI mod, Hecleas has said he has 'fixed' the issue with his AI modset. People are certainly welcome to give that a try
D. Anyone is able to take a stab at it themselves, either through pulling the tables like I did or even modifying this mod to their own personal tastes
At this point your comments have turned from quizzically dumbfounding to outright unhelpful
A failure on your part to understand what the mod does, even after I have tried explaining it multiple times in multiple forms - at this point I might as well be talking to a brick wall
@RedWalrus - It entirely depends on the AI, if you use an AI mod, and which way the wind is blowing
From my testing the AI is not suicidal nor "overly" aggressive, though my group does use deepwar and we prefer a more aggressive AI overall.
it's so much better to be honest.
that's what i'm thinking about atleast.
Can you use this with anything?
Yes
Will it break anything?
No
Can you at any point in time add or remove it without adverse effects?
Yes
Could I spend more time needlessly tweaking away to find a special sauce of values for all this?
Yuh but I ain't gonna
If you want to post your 'curated fix(es)' that correct idling without your other AI tweaks for those who want to be as close to vanilla as possible or use other AI mods - please do so, would be more beneficial than this back and forth which is not productive.
What I am trying to convey to you, is that it while you may find what values I use to be displeasing - they do indeed work. I'm not going to throw a warning up saying "dont use this with such and such" unless the results are calamitous - which they are not.
That is fantastic you have resolved the issue in your use case, thrilled to the gills for you. However, if this issue still happens (for whatever reason or with whatever modset) this should IN ADDENDUM fix this issue outright.
Is it as curated as your methodical testing, highly unlikely. It works, and does not do so in a way that causes the AI (in my testing) to be suicidal which I consider important.
It is as shrimple as that
And if you still want to argue, I invite you to try a campaign with my mod, then tell me if it still needs your so-called “fix.”
And yes, it bothers me, because you’ve set the value to 1 for all defense tasks — especially for:
• CAI_TMS_TASK_GENERATOR_ACTIVELY_DEFEND_THREATENED_REGIONS
• CAI_TMS_TASK_GENERATOR_ACTIVELY_DEFEND_REGIONS_NEIGHBOURING_ENEMY_MAIN_THREAT
• CAI_TMS_TASK_GENERATOR_DEFEND_REGIONS_NEIGHBOURING_ENEMY
Yes, I admit that at one point my mod had the AI stacking on settlements when I thought the issue was already fixed — because I was trying to solve it without having to set all the defense values to 1.
Back then, doing that caused the AI to stop recruiting (yes, setting “defend” values to zero made factions like Tomb Kings and Lizardmen stop recruiting).
I’ve spent hundreds of hours finding the right balance of values to avoid both problems.
Just because two mods touch the same tables does not mean they are wholly incompatible.
@Hecleas If people still experience such instances of idling with your mod, they can use this mod together with yours just fine - including any other AI mod on the workshop or elsewhere.
At any point in time this mod and be added or removed mid-game without causing issues, if by some blue moon of a chance it leads to behavior that some might find unsettling such as the ai *not* sitting pretty at settlements.
Again, Just because two mods touch the same tables does not mean they are wholly incompatible. If this were the case, I don't have the desire or effort to elaborate on this
Because they already have this debugging feature, but more importantly, since you're modifying the values of the defense and attack tasks, it completely disrupts the logical sequence of my task priority order.
It's actually the same for other AI mods.
But personally, I've spent so much time finding the right values for the priority order that I don't want it messed up, and this way, if something's not right, I know it's directly related to my mod.
Thanks, Zach.
F THE HATERS WHO SPITS ON THE MOD WHO SAVED THEIR GAME
BIG UP TO YOU MAN, THANK YOU FOR SAVING MY EXPERIENCE , THE MOD WORKS BRO
@Pimpin I do not alter anything beyond idling threshold and capital defense, if the game treats recruiting as 'inactivity' that may affect them though I don't believe that is the case. In my testing I have not experienced the ai "stop recruiting", they very much so still field and attack with full armies. The AI isn't always compelled to recruit till it has a full army depending on too many factors to list that exist within the base game and are likely modified by popular "AI Mods"
Just to mention that with this mod i believe the AI may sometimes be using armies that are not fully recruited (like 10/20 units) despite having enough money (i use a mod that gives AI triple background money).
Hecleas also mentioned (on his Grand Strategy mod comments) that he thinks this fix mod may cause the AI to stop recruiting.
Thank you very much for investigating & working on this great mod!
I will gladly hear any feedback about what the mod does and its efficacy in doing so, if it is 'empty' feedback about anything else such as the picture chosen - it will be disregarded
Focusing on the picture of the mod instead of what the mod does is a waste of time and effort as I will continue using generated images for my mods for the foreseeable future
I am a modder, not an artist
If you want human artwork, google it
And as I've stated earlier in comments, this was still happening with deep war. You can use this mod in conjunction with any other mod
@Pimpin Pippin I can certainly adjust those idle timers, but I don't know what exactly falls under "idling" (like recruiting for example, since its not "moving"). I'll have to play around with the values and see. Also its 2 turns to "act" and 4 turns for "act with high priority" incase they didn't after 2
@Crumb Again, the AI does act defensively - I simply told them to stop camping capitals. EVERYTHING ELSE defensive has been unchanged
CA can't