Namastey guys! Out of my own interest, I am modding some official camapigns. I have many ideas, but when I started to implement them, I realised all of this is futile without the proper AI. In modded campaigns, it seems that the AI being used is the one we use to play standard games.
Just for reference, I changed the Freedrick Barbarossa campaign, because it really excites me.
scenario 1: changed some civilizations, like blue was made Magyars, while orange was made Goths. As soon as Cumans, accept the donation, Kipchaks are unlocked at the castle (like Cuman mercanries, but unlimited)
scenario 2: created a custom civ Polish to represent Poland. It has 2 unique units - Polish Knight (Leitis under the hood, because it is good against Teutons) and Polish Winged Hussar (Magyar Huszar under the hood). The scenario starts in Castle Age for Poland, but I disabled the attack upgrade and gave the 2nd armor for cavalry instead, because survival > attack. The AI tries to make Boyars. Surprisingly, it creates Boyar in the 1st second, but is unable to create more. It never tries to make Leitis and Huszars, which I want it to make. Instead it makes Long Swordsmen (Polish is Slavs under the hood).
scenario 4: Changed Yellow to be Sicilians. Replaced Towers with Donjons. Gave the Knights +1/+1 armor as the Castle Age UT. Changed the Imperial Age UT to be Chivalry (because Scutage would be broken).
Problem of AI is arising only in 2nd scenario because I gave the AI a civ to handle which it doesn't know. The AI handles the change to Sicilians beautifully, though I am not sure if it would ever research Chivalry. I am also not sure what will be the effect of standard AI on campaign missions.
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