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Yukala said:
Once a long, long very long time ago, maybe even ever long ages ago...

Nope.

Behold! So true and very true, the Great Sioux Nation needs a leader like you!!!
:cool:

To take them to the great heights, south, east and west they must go a'conquering...
;)

Never? :(

Small counties should become big at least a few times...
 
GeneralHannibal said:
Never? :(

Small counties should become big at least a few times...

I will make the countries big! :rofl:

Good to hear that progress is going good though, I agree with Hannibal it should be a 1 in 500 chance or something, but it should happen. Either way its a nice setup I think with puppets.

Whats the chance of old Napoleon Surviving and his North American Puppets dominating?
 
Guild Imperium Update

Guild Imperium Update:

Working on 'housekeeping' of file names. This will lead to updating revolt file and related supporting files such as leaders/tech etc.

Also will make the big flag swap/update a lot easier.


About that 1/500 chance. No problem eventually...
;)
 
lloyd007 said:
Almost finished? I'm at the edge of my seat ;) . Have you changed generals and leaders any?

Well I am getting more excited about getting this off to you as well. Most proud I must say!
:cool:

I will need some serious help with actual names for leaders and ministers that can make sense historical/mod theme wise. Here I have really cut corners (as in mostly ignored).

So maybe each of you beta testers could sign up of sorts and sponsor two or three countries and fill in some names etc.

That would be really helpful. :D

I will for this amend the list of same posted earlier in this thread as a few minor changes have occured.
 
When making leaders should each nation be the same or should some have more _____ types of leader.
 
GeneralHannibal said:
When making leaders should each nation be the same or should some have more _____ types of leader.

Well they all have a goodly number like around 600 and a good mix. But after awhile I think 'Riskleader 54' gets a little old...

And ministers are country tag underlying, we can either/both mix pictures up and names. So they sound more imperial. I have done some with a few of the main ones, but only a few for some, so the OOB loads up a little less funky. :eek:
 
GeneralHannibal said:
When making leaders should each nation be the same or should some have more _____ types of leader.

I disagree somewhat with that. For nations that already have a good leaderfile like the ROA has/had they should keep that with maybe a few extras just to fill it out and maybe a few tweaks. Using Patton as ROA or Yamashita as Japan or Guderian and Manstein as Germany are really nice touches imo.

Of course for new countries naming 600 leaders would get a bit... tiresome...
 
lloyd007 said:
I disagree somewhat with that. For nations that already have a good leaderfile like the ROA has/had they should keep that with maybe a few extras just to fill it out and maybe a few tweaks. Using Patton as ROA or Yamashita as Japan or Guderian and Manstein as Germany are really nice touches imo.

Of course for new countries naming 600 leaders would get a bit... tiresome...

In order by obviousness is getting new fresh names and swap some faces for ministers because they are generally too familiar in the former governments.

Keeping leaders names would be far more plausable. Yet some are really bad like for the Sious Nation (I did a handful of leaders there).

... a bit tiresome for sure, let us focus on ministers (only those loaded up) and say only the first 50 land, 15 sea and 15 air. Of course the computer loads up based on its own criteria.
 
Guild Imperium Update

Guild Imperium Update:

Surprise, surprise you might check post #2 I believe of this thread where I have the country listings for this mod.

I got to the Persian Empire while doing housekeeping in the db/leader file tree. And was unsatisfied about its strength. Did some additional research historically concerning the area and did a few things.

1. The Persian Empire is significally larger and IC stronger.
2. I preserved the IC strength of Saudi Arabia and Ottoman Empire by loading up IC westward. Added three more urban provinces Beirut north.
3. Renamed Turkmenstan to Kipchak Empire and made it a Mongol puppet.

Built a 'rebel' AI that favors hard hitting cavalry and gave it to Kazakia, Kipchak Empire, Afghanistan, Saudi Arabia, Tibet, Sioux Nation and Argentinean Empire (as a test).

This 'rebel AI' favors reckless offense with loads of cavalry, as you might guess. :rofl:

I also amended these countries OOB, except Argentinean Empire (as they are just a test using the 'rebel AI'). I swapped out most of their garrison to cavalry. But they will favor building them and will panic to infantry/partisans faster than any of the other AI's.

So Beta1 has four different AI's now. I will be building more along the way. One for Pirates, one Armed Trading Companies, one for Watchers and lastly at least one for Fascist revolters.
 
I hope this isn't holding up a new release, is it?
 
GeneralHannibal said:
I hope this isn't holding up a new release, is it?

Now, now that is right nasty thought! :eek:
:rofl:

Do not worry anything I am doing is essential, necessary, needful and even wonderful...
:D :cool: ;)
 
Yukala said:
Now, now that is right nasty thought! :eek:
:rofl:

Do not worry anything I am doing is essential, necessary, needful and even wonderful...
:D :cool: ;)

OK :)

I hope these AIs will be just as good as the other AIs, and not just good in the short term. After all, these countries need to be able to secure their lands as well as capture them.
 
Guild Imperium Update

Guild Imperium Update:

Looking over my notes, I seemed to have worked a lot. :rolleyes:

Major areas were Afghanistan area and Pacific/Australian area.

Worked in WarFiles and AI and some inc.

Afghanistan is a tricky area full of surprises. I will leave it at that. Built another ai called the 'pacific.ai' and assigned it to seven countries. See post #2 for updates on status of some of those countries.

All AI's work handsomely so far in all testing, did tweak some battle parameters though etc.

Did a lot of file housekeeping.

As I get to the end of Beta1 readiness, I will not doubt continue adding into the WarFiles, bring revolt file forward a bit and flags.

That is it and all I see to do for Beta1.
:D
 
I won't be able to Beta until tonight, but then.... :D
 
GeneralHannibal said:
I won't be able to Beta until tonight, but then.... :D

No worries mate, it ain't going out the door today. :eek:

Need do some other business for a bit as well, so ever late at night I'll work again...
:cool:
 
Yukala said:
No worries mate, it ain't going out the door today. :eek:

Need do some other business for a bit as well, so ever late at night I'll work again...
:cool:

ETA in less than two days?
 
:D
GeneralHannibal said:
ETA in less than two days?

Well I really appreciate your vote of confidence!!

It is past 10pm here and I start to work again...

Maybe I should log in a modder's diary after so much effort?

I start by studying some saved game files to check again on some AI Philosophy as I need call it, as I do not have exact information from the underlying game code. Hey, but who cares, philosophy is my favorite subject. :D

I continue to believe my own way with what is and is not affecting AI behavior, this in contrast to others. But the beta testers will have the hands-on experience of my thinking on the matter. :cool:

Onward, the last league of effort to Beta 1 of Guild Imperium is upon us. (or me... ;) )

How long? Two days? Gosh knows, I do not. :eek:
 
So, less that 5 days?
 
GeneralHannibal said:
So, less that 5 days?

That sounds reasonable, you must want to get this before school starts up again?