全面战争:战锤

全面战争:战锤

OUTDATED - AI Buildings and Recruitment (Vanilla Chaos Invasion)
56 条留言
Rhedd 2017 年 8 月 29 日 下午 7:54 
Any chance of getting an updated version of this since it's functionality is no longer included in your AWESOME new AI mod?
Celtik  [作者] 2017 年 8 月 25 日 下午 7:41 
I think you should see this guys... http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1120180673

Yup this is it!!!
Avalen 2017 年 8 月 10 日 上午 9:02 
Sounds super exciting! Thanks for all your work
Celtik  [作者] 2017 年 7 月 30 日 上午 7:59 
Guys, I wanted to say that I thank you for your support for my mods as it motivates me to keep working on the game. A lot of things will change after the next update and the Norsca DLC. This mod and the AI campaign balance mod won't work with the new DLC so I'll have to modify them.

I'll take this opportunity to merge those mods together and add in a third one that's been on closed beta for a while now. Expect a more aggressive and smart AI, less cowardly when it comes to fight (expect more siege battles as the defender) and also a massive improvement on the battle AI (especially the way the AI uses spells and abilities). You know me I do it step by step without changing the whole formula, just to improve what's already there to keep that vanilla feeling and improve the experience while keeping everything balanced.

Stay tuned, the new AI package will be released shortly after the Norsca DLC but it may take a bit of time as this will most likely require a tremendous amount of work.
mcoig 2017 年 7 月 29 日 上午 8:47 
Any chance for a version without removing the buildings?
Celtik  [作者] 2017 年 7 月 18 日 上午 10:06 
Minor update:

Rebalanced AI recruitment priority between great weapons units and their standard counterparts (Marauders, Crypt Guards and Dwarfs). The AI focused a bit too much on the great weapons version, should be a bit more balanced now but it's still subject to a bit of randomness.
Celtik  [作者] 2017 年 7 月 8 日 下午 12:16 
Thanks mate
Kman124 2017 年 7 月 8 日 上午 11:34 
One of the best mods for this game. Thanks, this and Unstoppable Chaos 2 makes my coop campaigns
Celtik  [作者] 2017 年 6 月 30 日 上午 8:10 
Minor update:

- Tweaked AI budget policies to be on par with the last change about building cost
- Small increase in support buildings priority
- Small increase in Gems/Gold mines priority
Celtik  [作者] 2017 年 6 月 25 日 上午 10:26 
Hey guys, new mod about rebels armies here http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=955343344
Enjoy :)
Celtik  [作者] 2017 年 6 月 21 日 上午 9:32 
Explanation for the increase of building cost discount:

The AI will not stop recruiting or disband units when the situation is safe to increase its income and use it to build like a player would do. It will recruit as much as it can, leaving it with a +100 or +200 income. As you can imagine the AI can wait 30 turns to build a high tier building, sometimes more! Now it should be easier for it to build useful (and costly) buildings later in the game.

Don't worry it doesn't mean it will recruit more units because of its upkeep which is still the same and it won't be able to outbuild you early game because I decreased the growth bonus it gets. It will just help the AI later in the game by giving it access to high tier buildings sooner (but again, not sooner than the player).
Celtik  [作者] 2017 年 6 月 21 日 上午 9:30 
Mod has been updated:

- Tweaked the recruitment of top tier units. The AI should recruit a limited amount of them.
- Tweaked the cheats the AI gets:
- Unit cost discount decreased
- Growth bonus decreased
- Public order bonus greatly decreased
- Building cost discount greatly increased
Celtik  [作者] 2017 年 4 月 8 日 上午 11:06 
No worries :)
I had to make those adjustments to "control" the AI build order. Too bad CA didn't just add a function in the code like "if faction non human then x and y buildings can only be built in major settlements or minor settlements".
Celtik  [作者] 2017 年 4 月 8 日 上午 10:48 
@Leylos It's not a bug, please read the mod description on the main mod page about buildings restrictions https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=761596200
Hawk 2017 年 4 月 4 日 下午 4:53 
Nice update, any chance you could look specifically at the dwarfs? They seem to favour longbeard stacks, maybe if they prioritised a few more lower quality troops it would help in the badlands.
Celtik  [作者] 2017 年 4 月 3 日 上午 7:47 
Minor but useful update today:

- AI build order changed to further increase the priority towards special buidings and mines
- AI value on top tier units further reduced to prevent spam of Giants, Forest Dragons, Tanks...
- Wood Elves army templates improved for more diversity

Thanks for your support and have fun!
Celtik  [作者] 2017 年 3 月 28 日 上午 9:42 
@solops1 Ah yeah sorry it refers to the full AI Buildings and Recruitment version. All of my mods are otherwise compatible with each other.
solops1 2017 年 3 月 28 日 上午 9:22 
So, is thes vanilla version of the AI Building and Recruitment mad compatible with your AI Campaign Balance mod? I am not clear about the mod referred to above : "This version is NOT compatible with the full version of the mod of course! "
Celtik  [作者] 2017 年 3 月 27 日 下午 1:01 
Other important note, this update is of course savegame compatible.
Celtik  [作者] 2017 年 3 月 27 日 下午 12:54 
IMPORTANT NOTE

I removed from this mod the changes I made to the AI personalities, colonization and stuff. They are now in my brand new mod AI Campaign Balance which also adress issues on the AI side like the Dwarfs-Greenskins war, Norsca, cultural relations and more. Check it out here:

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=892763102

It's perfectly compatible with AI Building and Recruitment, in fact both mods are made to be used together for a much better campaign experience. Try it out and tell me what you think!
Celtik  [作者] 2017 年 3 月 27 日 下午 12:54 
27/03 - Final mod version -

This is it guys! I think we now have the final version of this mod. I had time to test some improvements I've made to the AI and I'm pretty satisfied with the results. You can see some examples here: imgur.com/a/ucAdR

- Build order improved: better ratio between military, economic and defense buildings. The AI should now build garrisons and walls more often. It doesn't mean it will do it in all its settlements, but it should now protect the important ones.

- Better army templates with more variations and improved priorities. The AI armies will be balanced, fun, challenging and sometimes surprising to catch you off guard :)

- AI cheats slightly reduced as the AI now performs better. The recommended difficulty is still Hard, fair but challenging at times. I also balanced the game for Very Hard if you want a greater challenge, still you can do well without using exploits or dirty tricks. Try Legendary if you're masochist.
Celtik  [作者] 2017 年 3 月 26 日 下午 4:45 
@vixho-xiii The only CAI mod that I know of that is both compatible and good is A More Aggressive AI. It does exactly what it says, the AI will prefer offense over defense and will be more willing to declare war. I know several of my subscribers that use this mod with mine and are satisfied with the results.
Vixho 2017 年 3 月 26 日 下午 2:49 
Is this compatible with "Better AI - Vanilla Cheats"? Or some mod that improves the CAI that can recommend me to work with this?
Celtik  [作者] 2017 年 3 月 24 日 上午 5:02 
@Ghost Yeah those changes were necessary for the AI to be efficient with the new recruitment system. I won't remove them from the mod but you are free to do so if you wish (by using the PFM tool).
Ghost 2017 年 3 月 23 日 上午 7:47 
I noticed when unpacking your mod that you also modified the difficulty handicaps table in your mod - please could you release a mode version that does not do this as this interferes with several other mods which modify game difficulty?

The description of your mod does not state that it modifies dicciulty handicap levels, so I was surprised by that (and only noticed because my other difficulty mods were not doing what they should)
Hawk 2017 年 3 月 16 日 下午 4:22 
@Jumee Yup they will be fine with this :D
Jumee 2017 年 3 月 16 日 下午 3:23 
so do I understand correctly that this version is compatible with stuff like rise of the beastmen, or da green threat? basically mods that alter spawning factions and hordes?
Rubenovi 2017 年 3 月 12 日 上午 7:16 
thanks
Celtik  [作者] 2017 年 3 月 5 日 上午 9:25 
You're welcome mate :)
Hawk 2017 年 3 月 5 日 上午 9:24 
Also thanks for stripping this down to just the building and recruitment changes, makes it so much easier for mod compatibility!
Hawk 2017 年 3 月 5 日 上午 9:22 
Thanks for all the hard work CeltiK!
Celtik  [作者] 2017 年 3 月 5 日 上午 8:40 
Mod has been updated. Please read the changes on the main version page.
Celtik  [作者] 2017 年 3 月 1 日 上午 10:06 
@MgS1Ra1DeN: hey, thanks for the support. Yes i'm working on it :)
Belmont 2017 年 3 月 1 日 上午 8:24 
Are you going to update this for bretonnia ? They tried to make it themselfs better with the last patch, but your mod worked better imo.
Celtik  [作者] 2017 年 1 月 21 日 上午 10:35 
Major update today: now the picture works in the mod manager... it changes everything right? :)
Celtik  [作者] 2017 年 1 月 16 日 上午 11:29 
Hey mate, thank you for the support. I know what you mean and I'm already planning to do a new mod that will include all my changes to AI personalities and CAI behavior. I'd say it's 50% complete. It will be perfectly compatible but keep separated from this mod. This way, my AI recruitment mod will only contain changes to AI recruitment, buildings and budget (and Chaos Invasion for the main mod). People would be able to choose to run both mods together or only one of them.

Be patient, it's coming soon.
Hawk 2017 年 1 月 16 日 上午 11:19 
Hey CeltiK, love the work you've been doing on this mod, I consider it an essential. With that said I've got a big ask:

Could you please make this version of your mod (or another) only have the changes you've made to the buildings and recruitment AI? I only ask as I like to test out various mods (And tinker with my own), and I keep running into conflicts, only to find that you've altered a new area in an update.

Don't get me wrong, I think you make some logical and much needed QOL changes, but it's annoying to have to check this mod everytime to see what else has been changed, and what conflicts I've got. If I had a version that would only affect those two areas (So CAI construction systems, personalites budget/income and cdir military generator tables) it would be very useful :)

Many thanks.
Celtik  [作者] 2017 年 1 月 7 日 下午 3:53 
Update 08/01 - AI Personalities Fix -

New mod update which fixes some annoying things in AI personalities and some bugs. Please see the more detailed changelog on the change notes page. Should be savegame compatible.

- No more anti player function in AI personalities, including Chaos. That annoying "feature" only breaks immersion and doesn't make sense.

- Major changes to WE personalities. Now they won't confederate like crazy anymore and won't conquer half the world before Chaos arrives. They will aggressively defend Athel Loren though.

- Improvements to Beastmen AI. They're still a horde and the AI still doesn't know how to handle them but that's better than vanilla. See for yourself.

- Now all factions are much more likely to colonize ruins if they're not under threat.

- Fixed a few bugs and inconsistencies in AI personalities.
Celtik  [作者] 2016 年 12 月 31 日 上午 7:52 
I reverted the Skaeling and Varg personalities back to passive. Sorry for the inconvenience lol! While it was a good idea at first, it appears it's too much for the weak human factions of the Old World to handle! Kislev and Kraka Drak together barely contain the Varg but the Skaeling most of the time join the battle and together with the Varg it's like 8-10 stacks razing all of Kislev in like 15 turns... then they go to the weak Empire factions and raze everything long before the Chaos Invasion begins. So it was fun but let's make them passive again for a while! I keep the changes made to TEB and Kislev as it is a great addition to the campaign.
Celtik  [作者] 2016 年 12 月 30 日 上午 7:47 
Update 30/12 - Campaign improvements -

Please see the change notes to see what this update brings you.

In short I have redone all AI personalities about the spending logic into a unique AI personnality much more suited for a Total War game. I also unlocked the AI personnalities of Kislev, Estalia, Tilea, Boder Princes, as well as Varg and Skaeling. They will be more active from the beginning just like the other factions and you can now make some diplomacy with them (pacts, alliances, trade agreements...) once you gain their trust.

Enjoy!
Celtik  [作者] 2016 年 12 月 23 日 上午 5:08 
23/12: very small update to the WE economy build order.
eela; 2016 年 12 月 19 日 上午 8:16 
I appreciate that you made this version of the mod. Thank you!
Celtik  [作者] 2016 年 12 月 17 日 下午 4:37 
Mod update 18/12 - Bretonnia fix -

This update is savegame compatible. Changes:

- Fix the mess CA introduced in the last patch by changing the buildings prerequisite for Bretonnia units. Now Bretonnia can recruit spearmen at level 1 barracks and also at level 3 as intended, as well as Knights of the Realm at stables level 2 and 3 (it was deactivated!).

- Added synergies for Bretonnia military buildings to ensure both barracks and stables should be constructed in provinces and prevent cav or infantry only armies.

- Rebalanced a little bit the priorities between infantry and cav for Bretonnia.
Celtik  [作者] 2016 年 12 月 13 日 下午 12:08 
Thank you for the support guys, I'll keep improving it overtime.
Hawk 2016 年 12 月 12 日 下午 3:01 
CeltiK you are a true credit to the community, thanks for taking your time and improving an already great mod.
Tomipapa 2016 年 12 月 12 日 下午 1:51 
I appreciate the work you put in this mode. Best AI mode out there for sure. Thank You a keep up the good work(Bretonnia is not far away :D )
Celtik  [作者] 2016 年 12 月 12 日 下午 1:08 
Mod update 12/12 - Wrath of the Asrai -

Mod has been updated and is now fully compatible with the latest patch and DLC. Major changes:

- Custom build order and recruitment for WE, much improved over vanilla

- Improved build order for all factions, while the Tier 4 mod is still the best solution, now the AI does well without it. To give an idea, vanilla build order and recruitment is something like 50% efficient, this version alone is 85% efficient and goes up to 95% efficiency with the Tier 4 mod.

- Improvements to army compositions of the Empire and the Dwarfs

- Added synergies to Norsca and Savage Orcs to ensure that all their regions have the appropriate recruitment buildings

See the main mod page for screenshots. Thanks again for your support, I hope you'll enjoy this mod!
Olive 2016 年 12 月 9 日 上午 2:57 
Please update to latest patch. Thanks.
Celtik  [作者] 2016 年 11 月 20 日 上午 10:03 
Mod update 20/11

In addition to further improvements in the AI build order, the recruitment priorities for top tier units has been rebalanced for all factions. This will prevent the AI to recruit too many of them in a single army like 5 Giants, 4 Steam Tanks or 10 Black Orcs. And Skarsnik's love for Goblin Archers has been fixed!

This update is savegame compatible. Have fun!
Celtik  [作者] 2016 年 11 月 20 日 上午 3:13 
@Leylos: you're welcome!