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I realise that you are probably fairly advanced in your work and it maybe too late for new ideas, or that this is NOT a new idea, but here goes ...

If you are able to retool the ai system, one way element that might be easily adjusted is the ferocity rating.

Currently the ai demands and accepts peace deals ona pretty bizarre basis. Ferocity is a nifty tool for certain circumstances, but is black-and-white. It could be useful to be able to set percentage thresholds for peace for the ai, which is a bit like ferocity, only less intense.

There would be a new line in the ai file

Peace: 40

This means that the ai would always accept peace, or only ever offer peace, when the war score was 40 or -40, depending on its position.

The modder could set Peace at any level between 1 and 100, with 100 being functionally the same as ferocity = yes.

The default setting would likely be between 15 and 20.
 
On a related note, the way ferocity is working now, it is independent on who the enemy is? Could it be an idea to set ferocity = yes if an AI nation is fighting a specific nation? For example, Spain vs Inca. Then the player (playing as for example France) doesn't have to fight forever and forever to get a decent peace...
 
That would be great in order to contain the ferocity. Because if the nation with ferocity attacks another nation then intended it will cause caos.

ferocity is one aspect i do not like with the eu2 engine at all. it basically makes the code to obvious and forces outcomes based on the results desired no matter how the player actually plays. i would like all nation to have same ferocity levels since this is not factor decided IN GAME.


also those missionaries and colonists success yes/no rate wich is decided upon sending them, makes no sense. would be possible to change that and make it based on the day it arrives/finish converting?
 
ferocity is one aspect i do not like with the eu2 engine at all. it basically makes the code to obvious and forces outcomes based on the results desired no matter how the player actually plays. i would like all nation to have same ferocity levels since this is not factor decided IN GAME.

It doesn't have to be that way. One could script AIs to alter ferocity appropriately to what is happening in the game.
 
@MattyG: it is never too late for good ideas.

I agree with Olav. An answer to the ferocity problem (we found a way in AGCEEP, especially for Ottomans against Mamluks, but this is not perfet) could be replacing ferocity = yes/no with ferocity = { <tag list> } (just like the combat list).

Normal rules could thus apply if the leader of the alliance is not a country in the list and furious rules will apply (including separate peace) for those in the list. We could even just use the combat list for this behavior but I'm not sure.

Peace deals are another issue and AI is almost always too generous. We could implement something that is almost in line with MattyG's idea but related to the difficulty of the game (Very easy => very generous AI).
 
also those missionaries and colonists success yes/no rate wich is decided upon sending them, makes no sense. would be possible to change that and make it based on the day it arrives/finish converting?
We all know how to cheat in a savefile if we want. ;)

There is a problem anyway:
What will be the culture and religion for the colony if there is change for the country in between?
Same question for missionaries.

On a sidenote, for missionaries, there is a check if the province was converted by event during the process. We could remove the missionary in this case.
On another level, this is the same problem for all buildings in process when a country is annexed or inherited. They aren't removed in this case but they will all fail at the end of the construction time and it is simply impossible to build anything before.
 
It would be very nice with some more information about a save game in the main menu. For example the ingame date when the game was saved.

Also, it may have been discussed before (can't remember), but I feel that it is unrealistic (or exploitable) that an army can loot a province when in battle or when retreating. What about changing it to only possible to loot when sieging?
 
It would be very nice with some more information about a save game in the main menu. For example the ingame date when the game was saved.
Isn't that already in the name of the save? Or do you rename your saves?

Also, it may have been discussed before (can't remember), but I feel that it is unrealistic (or exploitable) that an army can loot a province when in battle or when retreating. What about changing it to only possible to loot when sieging?
Yes, Wreck suggested this a while back and I think it's a good idea.
 
Isn't that already in the name of the save? Or do you rename your saves?
Do you create a new save file each time you save your game? I don't, I find it very impractical because you could end up with 50 files for one single game. It would be better if one could see the date next to, e.g., the country shields, just like in HoI2.
 
Is it at all possible to cancel the colonists/missionaries if a country takes it over? Although...that would probably just open up another easy way to exploit the AI.:(
"takes it over" as in inherited/annexed country? Where is the exploit?
 
Do you create a new save file each time you save your game? I don't, I find it very impractical because you could end up with 50 files for one single game. It would be better if one could see the date next to, e.g., the country shields, just like in HoI2.
I do...

But startdate of the savefile could indeed be mentioned somewhere on the screen.
 
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