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Doc said "you can go home"
Dec 29, 2002
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www.lhjworld.sa-net.dk
tgai03.jpg


You wanna see The Great Russian Empire, colonizing all the way to the Far east and Alaska?

You wanna see The Turks go for gold?

You wanna see the Portuguese explore and colonize the right places at the right time? (no more America anno 1440)

You wanna see Spain deal with the locals in America?

You wanna see a Denmark that can check the Swedes for the first 150-200 years?

You wanna see a Russia that can check the Swedes indefinitely?

You wanna see an England that does not start real colonization of N-A before 1600 – but then becomes reeeeeally mean?

You wanna see unexpected nations, at unexpected times, colonize?

You wanna see …. much more?

....
...
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Ohh forgot..you wanna see Zheng He NOT go to Europa? :D

Get it where you get all the good stuff – right here
 
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What level of aggressiveness do you recommend for the AI in this mod?

Congratulations on finally completing it as well.
 
Dude, you need to have variable base and front values, or your troop building AI will fall asleep. See what I did with my newest PAI

Good stuff though, I think I'm going to adapt the exploration AI with the sea values and constant expansion value
 
Originally posted by DerekH
What level of aggressiveness do you recommend for the AI in this mod?

Most test has been done on Normal/Normal – but you can play any level you want.

Congratulations on finally completing it as well.

It’s not done :) – it’s an on going project :)
The most complex part is not even included yet. It can only be triggered by a human Portugal player – which is the only one that can do radical unhistorical exploration to early. This is not to deny a Portuguese player their freedom to do whatever they want, but to ‘spice’ it up
Its were every action you take has consequences, every option you take in a give event has direct conquenses on future ai behaviour and new events – and you better do as you answer / promises :)
It is so complex and so long, involving so many countries, so many counter, countercounter. countercountercounter etc.. events - that I sometime lose the overview too :)
It really fun getting into :D
 
Originally posted by Mad King James
Dude, you need to have variable base and front values, or your troop building AI will fall asleep. See what I did with my newest PAI

Good stuff though, I think I'm going to adapt the exploration AI with the sea values and constant expansion value

Yeah I see it in PAI, but I found this I’ve done to work just fine - not saying it can surely not be optimized.
You are to quick to judge :) you had it for 24 hours; I’ve had it for 3 month with 100 of test games :)
 
havent started playing this, but just want to comment in the 5th screenshot down u have russia colonising to the Far East but some of those provinces should be colonised by the Manchu/China, so it's not strictly historically accurate.

other than that, i look forward to playing this:) at least for european nations.
 
Originally posted by Sun_Zi_36
havent started playing this, but just want to comment in the 5th screenshot down u have russia colonising to the Far East but some of those provinces should be colonised by the Manchu/China, so it's not strictly historically accurate.

other than that, i look forward to playing this:) at least for european nations.

It’s difficult to control that, because the ‘regions’ are generally too large (to many provinces in one region). The Far East and S-A are primary candidates for this.

Never the less you are right, and I argued on the bug forum that the Chinese indeed should have cores on the north side of the Amour river and not the Russians as it is now in the stock ‘The Treaty of Nerchiinsk’ event – but nobody came to confirm it :( – even though it’s the very reason for the treaty –Chinese control of all land drained by that river, north and south of it.

Because they have cores there, they Russians just loooove to colonize it :D
 
Not really a bug persay, but just a little inconsistency.

Currently, all North American trade is routed through Zacatecas. When your event removes that trade center that trade is routed through Malacca instead. It's not really a big deal but it looks strange on the map.

One possible solution I can think of is to add a COT to inland North America (Hindu, or somewhere near), and terminate that when your event to create on in Manhattan fires.

That said, this is indeed very nice work. I've only played half way through one campaign so far, but I can clearly see the results. The only problem is Portuguese wars in Africa aren't going to well, they even had to cede a colony to Zimbabwe, but as I said it's only one game. Great job.
 
Dling and testing it out. Maybe I will finally play some more GCs games and lesser AOE ones..
 
Originally posted by DerekH
Not really a bug persay, but just a little inconsistency.

Currently, all North American trade is routed through Zacatecas. When your event removes that trade center that trade is routed through Malacca instead. It's not really a big deal but it looks strange on the map.

One possible solution I can think of is to add a COT to inland North America (Hindu, or somewhere near), and terminate that when your event to create on in Manhattan fires.

That said, this is indeed very nice work. I've only played half way through one campaign so far, but I can clearly see the results. The only problem is Portuguese wars in Africa aren't going to well, they even had to cede a colony to Zimbabwe, but as I said it's only one game. Great job.

Malacca? Hmm have not see that?
Are you sure it’s not Andalusia? That the idea at least :) to make Andalusia the biggest cot in Europa, until the Veracruz, Acapulco & or Havana cot pops (-if they pop that is).

Have not seen it otherwise yet, that spainsh provinces in S-N-C-America does not getting routed to Andalusia?

Yeah the Portuguese, the sometimes lose out in Africa, especially around the Gold/Ivory coast, but they also sometimes go fully nuts and take half Africa. I kind of like this random aspect :D
I’ve tried to not make anything for sure, but some things with a higher likeliness than others.

Btw did my little love child, France, form? (Always annoys me when his only 5-10 province or less by 1500). I once saw Brittany take ALL of France (dang)
 
Downloaded your ai mod Daywalker.

Most impressed. I may now play a vanilla GC for the first time in eons to see if it works!!!

If it does, wahoo batey! Then see about stuffing it into my own ickle love-child:p :)

yours, betting you were dancing with glee over Johans post.
A.
 
I've used MKJ's PAI 0.4 mod in the past, and have been quite impressed with this - can The Greatest AI mod be used with the PAI, or are these likely to "clash"? Would there be any benefit in using the two together?

regards

Paul
 
Originally posted by pgroves
I've used MKJ's PAI 0.4 mod in the past, and have been quite impressed with this - can The Greatest AI mod be used with the PAI, or are these likely to "clash"? Would there be any benefit in using the two together?

regards

Paul
They are two mods changing the exact same thing. You'll have to use one of them.

(Technically it's possible to use both I guess, but that would invalidate the purpose of both mods... ;))
 
command = { type = secedeprovince which = TUR value = 479 }}}


I haven't played it yet, but poked around in the files to get a feel for what you have done. Looked closely at TUR and noticed many many secede province events. Seems you are giving everything to the OE.

So my question is... Is the AI improved or have you directed most things through events in this mod?