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July 21st, 2008, 07:26 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Mod: Better Independents v2.0
Fomoria still owns me every time I try to play with that mod in EA
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July 21st, 2008, 08:19 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: Mod: Better Independents v2.0
Try playing against Hinnom...
Seriously, I ran into an AI Hinnom with mostly positive scales (including growth) and until I managed to crush his main armies, I was in serious trouble. The chariots were brutal. I was playing Abysia and it was the E9F6 Burning Ones and absolutely massive fireball spam that carried the day. If I'd had just one other nation attack me at the same time, I'd have been done for. And that was in an allied game.
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July 21st, 2008, 01:58 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: Mod: Better Independents v2.0
This is a great mod and I use it all the time.
I have found that the AI seems to perform best when I set both gold and resources to 200 or higher. (I have not done all the increments or combinations below 200.)
What settings do you think work best?
Also I have changed the mod a little by returning all commanders to normal gold/resource costs.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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July 21st, 2008, 03:14 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: Mod: Better Independents v2.0
I'm planning on updating it so that normal commanders will be normal price, but Horse Tribe Chief and Barbarian Chief will stay unavailable like their units. That way you can always recruit a commander wherever you can recruit units.
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July 21st, 2008, 04:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Mod: Better Independents v2.0
Could you change the graphics of the affected units to point to an empty graphic, so that they are not even visible on the recruitment screen?
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July 21st, 2008, 04:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Mod: Better Independents v2.0
Sorry, that was an idle thought, not a request! Could be cool though.
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July 21st, 2008, 04:58 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: Mod: Better Independents v2.0
I suppose I could. That's an easy thing to do. Good idea, llamabeast! Great idea, in fact!
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July 21st, 2008, 06:36 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Mod: Better Independents v2.0
Edi:
Nah, don't enable indy commanders. AI recruits more mages or stronger national commanders that way.
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July 21st, 2008, 09:29 PM
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Sergeant
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Join Date: Sep 2007
Location: Haleiwa, Hawaii
Posts: 396
Thanks: 7
Thanked 8 Times in 4 Posts
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Re: Mod: Better Independents v2.0
is there a way to turn off the militia event?
__________________
'Raol the knight shall now be known as the prophet of Bob'
Sorry I think stuff like thats funny
Check out my first map: Sha Bay
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July 22nd, 2008, 03:54 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: Mod: Better Independents v2.0
No. I actually requested that a new militia unit be made for the generic militia event (which some nations get, some others have their own militia events that actually give useful units, like LA Abysia), but that did not happen. It was a fairly low probability feature request anyway, but it would have made it possible to completely eliminate recruitable militia from the game.
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