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October 30th, 2008, 04:31 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: Better Independents v2.1
Quote:
Originally Posted by Loren
Quote:
Originally Posted by Edratman
As Edi pointed out, the mod is in the very first post of this thread.
Llama's list, which is both maps and mods is accessible also in the very first post of the sticky.
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I figured it out now--I was looking for a separate mod, I didn't realize they were all part of the same thing.
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I like packaging things in bundles if they are related. 
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November 1st, 2008, 12:59 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Re: Better Independents v2.1
Not sure if this has been mentioned before -
I've seen references to the potential problem with the Resource Only version of BI. It occurred to me that if the gold costs were reduced to "1" for all troops effected by the mod, then it wouldn't really hamper the computer very much if it filled up all of its queues with forbidden units.
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November 1st, 2008, 06:53 PM
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National Security Advisor
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Re: Better Independents v2.1
Quote:
Originally Posted by JimMorrison
Not sure if this has been mentioned before -
I've seen references to the potential problem with the Resource Only version of BI. It occurred to me that if the gold costs were reduced to "1" for all troops effected by the mod, then it wouldn't really hamper the computer very much if it filled up all of its queues with forbidden units.
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Then it WOULD fill up those queues with the chaff at every opportunity instead of just sometimes, so no go.
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November 2nd, 2008, 12:01 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: Better Independents v2.1
That's my point, though. At difficulties above normal, 100g/province is nothing to the AI. The filling of the queues is not a problem in and of itself, it's the gold that is tied up that is the problem. At 1g per unit, the "problem" should effectually disappear.
< shrug > Maybe I'll just give it a test (when I can pry myself away from Fallout to do Dom3 SP), and let you know.....
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November 2nd, 2008, 03:41 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Better Independents v2.1
Quote:
Originally Posted by JimMorrison
That's my point, though. At difficulties above normal, 100g/province is nothing to the AI. The filling of the queues is not a problem in and of itself, it's the gold that is tied up that is the problem. At 1g per unit, the "problem" should effectually disappear.
< shrug > Maybe I'll just give it a test (when I can pry myself away from Fallout to do Dom3 SP), and let you know.....
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Yes, it would then recruit nothing BUT the unrecruitable chaff and end up with no troops, which is the problem I'm talking about.
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November 3rd, 2008, 02:05 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: Better Independents v2.1
Quote:
Originally Posted by Edi
Quote:
Originally Posted by JimMorrison
That's my point, though. At difficulties above normal, 100g/province is nothing to the AI. The filling of the queues is not a problem in and of itself, it's the gold that is tied up that is the problem. At 1g per unit, the "problem" should effectually disappear.
< shrug > Maybe I'll just give it a test (when I can pry myself away from Fallout to do Dom3 SP), and let you know.....
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Yes, it would then recruit nothing BUT the unrecruitable chaff and end up with no troops, which is the problem I'm talking about.
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What would it do with all of its extra money then? Queues are limited to 100 units, which is the mechanic I am banking on here. Once saturated, the AI should shift to more accessible units as long as it has gold, no?
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November 3rd, 2008, 03:44 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Better Independents v2.1
Quote:
Originally Posted by JimMorrison
Quote:
Originally Posted by Edi
Quote:
Originally Posted by JimMorrison
That's my point, though. At difficulties above normal, 100g/province is nothing to the AI. The filling of the queues is not a problem in and of itself, it's the gold that is tied up that is the problem. At 1g per unit, the "problem" should effectually disappear.
< shrug > Maybe I'll just give it a test (when I can pry myself away from Fallout to do Dom3 SP), and let you know.....
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Yes, it would then recruit nothing BUT the unrecruitable chaff and end up with no troops, which is the problem I'm talking about.
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What would it do with all of its extra money then? Queues are limited to 100 units, which is the mechanic I am banking on here. Once saturated, the AI should shift to more accessible units as long as it has gold, no?
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Read the damned mod file before making pronouncements. There are disabled chaff and recruitable units mixed in the poptypes, which means that when it gets a choice, it will go for the cheaper but unproducable unit over the normally priced, unmodified unit if gold is weighted too much. If you're so curious about it, then run a test on it yourself and tell me the results.
Bottom line: I am NOT interested in making your suggested alterations. The reason for that is that the mod as it currently stands works well enough. So I'm not going to waste any more time on it.
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