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May 7th, 2007, 04:08 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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No Independents - Modded Solution
Since quite a few people here do not read the mod forum too regularly, yet still play SP games, they might be interested in a mod that eliminates most independent units as recruitables, thus eliminating the massive chaff hordes so beloved by the AI. With the AI forced to rely on its own national units, one should start seeing more powerful armies composed of national units without the need to resort to NI (No Independents) maps and the attendant total lack of independent mages and consequent truncated magical expansion and research options.
Linky
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May 7th, 2007, 05:20 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: No Independents - Modded Solution
Excellent! I've started playing on NI maps and I really like the armies the AI builds, but I've missed the extra magic paths. Thanks for thinking of this!
-Max
P.S. The other thing I like is the extra strategic constraint on troop-building and fort-building. It's kind of cool to have to worry about the research cost of making a fort-builder and to have no way to replenish chaff deep in enemy territory without taking a fort or building a lab and summoning. (And also to know that the enemy operates under the same constraints.)
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 7th, 2007, 06:27 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: No Independents - Modded Solution
First version did not work due to overly big numbers. Has now been fixed.
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May 14th, 2007, 01:25 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: No Independents - Modded Solution
It turns out that the respource cost increase did not work due to the way the AI handles recruitment priorities (it uses unmodded values, hence tries to produce units it can't ever get out the door). So I have tried a new solution, increasing the gold cost of undesirable units to 9000. Except Militia #18 since you can get that from events, of course.
Download links are in the original mod forum thread, if you're interested in testing this out.
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May 14th, 2007, 02:14 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: No Independents - Modded Solution
Links in the mod forum thread fixed, they stopped working for some reason. I need to have a few words with my ISP...
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May 14th, 2007, 05:25 AM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: No Independents - Modded Solution
It seems to be working pretty well in my test game using the Amos Insect mod; I faced a nice army of dual-wielding Ulmians and a good mix of F9/Nsomething blessed Burning Ones so far. Much better than piles of Deer Tribe Warriors.
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