Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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SSE AI (Smart. Strong. Evil) 1.3 version
   
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Etichete: mod, Campaign
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1.070 MB
29 sept. 2020 la 13:18
21 oct. 2020 la 19:02
13 jurnale de actualizare ( vizionare )

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SSE AI (Smart. Strong. Evil) 1.3 version

În 1 colecție creată de ™ZuL
Rome 2 GC Collection
7 obiecte
Descriere
This mod was created for those who are tired of destroying opponents in batches and for whom
Rome 2 has become too easy.

What is included in it:

-Improved strategy for behavior and management of armies, agents and provinces.
-Time required to capture city using victory point changed to 16 hours (not accelerated version of the battle).

"Yes, I know that this is controversial decision. However! This is logical. You cannot consider city captured if 1000 or 1500 enemy soldiers are sitting in it. It does not matter what you captured there: square, palace or all together. Enemies are still here and they still resist! But if you do not like this innovation, please let me know and I will post mod without this change. "

-AI will be more likely to declare war on you and less willing to negotiate. Now a neighbor with a red face in diplomacy is a very big threat.
-Restriction on the creation of armies has been removed. Now AI will create really many armies.
-Creation queue has been extended. AI now recruits at least 7 units per turn.
-Improved recruitment strategy for AI armies.
-AI now prioritizes higher quality units and spends more money on them.
-Now the AI evaluates strength of enemy and does not attack factions that are much larger and stronger than him.
-Changed table of construction and research for AI.
-Significantly Accelerated Research for AI.
-80% unit upkeep price for AI.
-80% unit recruitment cost for AI.
+1000 food for AI.

Future changes:

(Place for your suggestions)

Note:

Please do not use this mod with other mods that change AI behavior. I do not guarantee compatibility or performance.

Good luck in your campaigns and If you have ideas and suggestions, I will be happy to hear you.
19 comentarii
RomaTauren 8 ian. 2022 la 21:18 
There is one problem. The client state with this mod pays 6-7 times more taxes per turn than without using this mod
WolfgangKrauser 5 nov. 2020 la 16:49 
You need to figure out a way for the AI to give preference to elite units, including those from mods. Your mod mainly just recruits Levy troops (worst in game).
™ZuL  [autor] 5 nov. 2020 la 5:39 
@WulfgangKrauser

Tested on my mods and 10+ other mods.

AI recruits troops created by mods. But preference is given to the original troops.
WolfgangKrauser 5 nov. 2020 la 1:25 
Obviously I second that. Did you by any chance play with any unit mods, and if so did the AI recruit any of those custom units? I've tried this mod over several iterations, except for the most recent ones, and never seen a custom unit. I'm about to try yet again but I really dread wasting my time once again simply because the mod creator refuses to do lengthy and proper testing.
™ZuL  [autor] 21 oct. 2020 la 20:24 
The tests didn't show anything like that, so I can only say one thing. I don't know what mods you are using, but I can confidently say that my mod conflicts with something you have.
WolfgangKrauser 21 oct. 2020 la 19:36 
Now Massilia making some extra troops, but not enough (I use a mod that increases unit size to 41 units). Some AI armies have 41 units, including some Massilian ones, but one just reached massilia, got up to 32 units, and then stopped recruiting, despite having tons of cash. Even more strange is that they are recruiting their worst troops, in some cases. Weirder still, a Massilian navy built 11 ships, then stopped and created two separate navies of one ship each. These two new navies went in to the water a little ways away from the Massalian port, and are showing red skulls (as in: desertion due to no food or no money to upkeep. The Massilian navy in the port, that has 11 units, is not showing red skull, nor are any of their armies anywhere that I can see. And those two ships in the water showing red skulls are not in a deadly see zone where ships automatically lose men.
™ZuL  [autor] 21 oct. 2020 la 16:55 
So!
Latest changes have been uploaded.
Now all problems described earlier should have disappeared and AI behavior should have changed.
A side effect can be a decrease in the number of Armies that the AI has at a time. In this case, I would like to ask you to inform me about it so that I can fix this issue.
WolfgangKrauser 21 oct. 2020 la 9:18 
I assume your latest update gave the AI huge amounts of money, given that every one of them now reads as: Very Strong.

Unfortunately, Massilia (my enemy), Very Strong though it now is, has me staring them down nearby, yet they refuse to make more troops at their capital. In other words, the enemy can't simply be given huge amounts of money, they also need to understand that they must use it, and they must use it to make elite troops, not crappy Levy Freemen.
™ZuL  [autor] 21 oct. 2020 la 4:40 
All I can say on this topic.

About units. During the tests AI calmly recruits units created with the help of mods. There are minor exceptions, but I will deal with them in the next patch.

About complexity. If you play for Rome or the Seleucids, enemy really does not seem much more dangerous. But for smaller factions, the difficulty has increased at the moment (tested on Pergamon, Athens and Galatia). Especially in the early stages.

At the moment, only problem is the speed of construction of buildings for AI. This and a few more fixes will be added in the next patch. I delayed with it because of the work on the main mod. I'm sorry.

The amendments will be released within 24-36 hours.

For you.

I am assuming there is a mod conflict.
But in any case, your feedback is important and I will check everything again.

And lastly, let me remind you. You should not use this mod at the same time as other amplifying and changing AIs. Compatibility is not guaranteed.
WolfgangKrauser 20 oct. 2020 la 21:42 
You didn't answer my question about unit mods, and I should like to note that thus far the AI is not recruiting them, so I'm going to have to drop this mod. Also, the AI doesn't seem particularly powerful, nor evil.