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Difference between revisions of "Ultimate AI"

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(Features)
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==Features==
 
==Features==
 +
Ultimate AI makes the AI more advanced, so that the Vanilla campaign is greatly improved, and also a bit more challenging. It also contains three submods: the Character Names Project, the King's Banner, and the Real Combat mod.
  
:: '''Campaign AI'''
+
===Campaign AI===
* Total revision of vanilla AI with separate AI profiles for Papal States, Catholics, Orthodox, Muslims, Mongols (Timurids), Aztecs, and Neutrals
+
The changes to the Campaign AI, the AI on the world map, include several enhancements. The Papal States, Catholic factions, Muslim factions, Orthodox factions, Mongols & Timurids and Neutral factions all have their own way of thinking. The alliances system is enhanced, so that alliances will be more logical. Backstabbing can still occur, though. The AI now also uses bigger armies to attack and defend than in Vanilla.
* Reasonable alliances, backstabbing still possible
 
* AI using large stacks for attack and defense - no other AI will give you these results
 
  
 +
===Diplomacy===
 +
Diplomacy is a point where major revisions have been done by the mod team. This includes several features. The AI will no longer randomly declare war like it did in Vanilla. The alliances between historically hostile factions have been made harder to achieve, for a more historical game. Allies will now actually support each other if they can. The Papal States now mainly interact through diplomacy, and have a special bond with the Italian fctions. The changes in relations with other factions have been revised too, so that relations will no longer be able to jump from 'Good' to 'Abysmal' in one turn. Your actions will now actually affect multiple factions, like when you attack a faction, that will force a reaction from the target faction's allies and enemies. The diplomatic negotiations have been fleshed out as well.
  
:: '''Diplomacy'''
+
===Battle AI===
* No more random declarations of war
+
The Battle AI is enhanced so that the AI actually poses a threat in field and siege battles. The AI flanking and skirmishing tactics have been improved as well. The unit pathfinding has been revised, along with the terrain modifiers and unit stats. The AI can now also choose from six different formations to place troops in the field, and many more in siege battles. Naval battles will yeald more casualties than in Vanilla.
* Limited alliances between historically hostile factions
 
* Allies will help each other, if they have the means
 
* Papal States will primarily act via diplomacy
 
* Special relationship between the Pope and Italian states (Venice, Milan, Sicily) - Pope will ask for help when attacked
 
* Total revision of faction standing mechanics to provide more subtle changes in relations between factions, rather than jumping from perfect to horrible.
 
* All your actions will affect not only the target faction, but also its allies and enemies as well
 
* Revised the value of all diplomatic offers and demands
 
* AI will make more counterproposals in negotiations
 
  
 +
===Campaign Settings===
 +
The campaign has been changed in this mod as well, to make the vanilla Grand Campaign more fun to play. The starting conditions for every faction (Money, standings with other factions etc.) have been revised. A completely new city growth and economy system is now in place, and the happiness penalties/bonuses have been made higher for more realism and challenge. The population needed to upgrade a settlement has been made higher. The AI also has gained a few bonuses to income and command.
  
:: '''Battle AI & AI Formations'''
+
===Building tree & recruitment===
* Complete battle AI modification and mechanics for longer lasting and absolutely challenging field battles and sieges
+
The whole building tree and recruitment tree have been revised in Ultimate AI. This results in better balance and AI troop stacks than before. The era-based availability of troops has also been implemented, so that Late Era units can only be recruited in the late game, even if the required buildings have been acquired before.
* Massively improved flanking and skirmish behavior
 
* Improved pathfinding
 
* Realistic terrain modifiers
 
* Differentiated projectile and artillery settings
 
* Balanced unit stats thanks to the outstanding Real Combat modification by Point Blank
 
* Gates, walls and towers get more hitpoints with every upgrade level: higher level castles will require heavy siege equipment
 
* Six new AI formations for open field battles, that are all used by the AI depending on the army composition
 
* Total Revision of all offensive and defensive siege formations
 
* Naval engagements will result in more casualties
 
  
 +
===Character names project===
 +
This project changes many characters' names so that they are historically accurate.
  
:: '''Campaign Settings'''
+
===King's Banner===
* Total revision of the starting conditions for all factions and settlements, so that all factions can build the faction specific basic militia units in cities, and basic infantry and cavalry in castles.
+
This visual mod makes the banners, textures and symbols better, so that the game is more appealing to the eye. 23 new loading screens have also been added.
* The starting units have been changed to exactly match the starting recruitment buildings with the exception of Denmark, Scotland and Russia, as these factions start only with one settlement.
 
* Countless tweaks & bugfixes to vanilla configuration
 
* Complete new growth and economy model
 
* Increased corruption, religious unrest, distance to capital penalties
 
* Increased high tax penalties
 
* Increased income from trade, decreased income from taxation and farming
 
* Increased garrison effect on public order
 
* Increased govenors influence
 
* Higher population thresholds for updating cities and castles
 
* Settlement tax for the human player based on the settlement level - fast expansion should be more difficult now
 
* Settlement based money script for the AI
 
* AI sight and command bonus
 
 
 
 
 
:: '''Building Tree & Recruitment'''
 
* Total revision of vanilla building tree, the previous RBT mod is no longer used
 
* Balanced costs and construction times for the UAI 1t1y campaign
 
* Balanced bonuses and effects
 
* Revised the requirements for the availability of certain buildings and improvements
 
* Era based availability of high and late era units
 
* Revised manpower and refreshment parameter to ensure high-quality AI army composition throughout the whole campaign
 
 
 
 
 
:: '''Character Names Project'''
 
* This excellent modification fixes the fantasy names from the vanilla game, and adds a huge variety of historically used names for all factions
 
 
 
 
 
:: '''King's Banner'''
 
* New banners, textures and symbols from the King's Banner Mod enhance the Ultimate AI visually.
 
 
 
 
 
:: '''Loading Screens'''
 
* 23 new high-quality loading screens with original medieval motives
 
  
 
==Team==
 
==Team==

Revision as of 04:32, 22 December 2012

Template:Mod Information Table (no map)

A mod aimed at improving the campaign AI, diplomacy and alliances in Medieval II: Total War

History

The current version of this mod, 1.6, was released on September 30, 2007. The first version, 1.0, was released by GrandViZ. Version 1.4/1.5 was released on May 06, 2007. The Ultimate Battle AI, a part of the mod, was first released on June 16, 2007, and version 1.2 of the Battle AI was released together with version 1.6 of the main mod.

Description

The Ultimate AI mod for Medieval II: Total War is a project that modifies almost everything about the AI's behavior and coding, in order to improve the overall game. It is very detailed, containing separate AI profiles for certain groups of countries. It contains special coding for the Papal States, Catholic factions, Orthodox factions, Muslims, Mongols (Timurids), Aztecs, and Neutral factions. It also has a separate section for a new battle AI.

Features

Ultimate AI makes the AI more advanced, so that the Vanilla campaign is greatly improved, and also a bit more challenging. It also contains three submods: the Character Names Project, the King's Banner, and the Real Combat mod.

Campaign AI

The changes to the Campaign AI, the AI on the world map, include several enhancements. The Papal States, Catholic factions, Muslim factions, Orthodox factions, Mongols & Timurids and Neutral factions all have their own way of thinking. The alliances system is enhanced, so that alliances will be more logical. Backstabbing can still occur, though. The AI now also uses bigger armies to attack and defend than in Vanilla.

Diplomacy

Diplomacy is a point where major revisions have been done by the mod team. This includes several features. The AI will no longer randomly declare war like it did in Vanilla. The alliances between historically hostile factions have been made harder to achieve, for a more historical game. Allies will now actually support each other if they can. The Papal States now mainly interact through diplomacy, and have a special bond with the Italian fctions. The changes in relations with other factions have been revised too, so that relations will no longer be able to jump from 'Good' to 'Abysmal' in one turn. Your actions will now actually affect multiple factions, like when you attack a faction, that will force a reaction from the target faction's allies and enemies. The diplomatic negotiations have been fleshed out as well.

Battle AI

The Battle AI is enhanced so that the AI actually poses a threat in field and siege battles. The AI flanking and skirmishing tactics have been improved as well. The unit pathfinding has been revised, along with the terrain modifiers and unit stats. The AI can now also choose from six different formations to place troops in the field, and many more in siege battles. Naval battles will yeald more casualties than in Vanilla.

Campaign Settings

The campaign has been changed in this mod as well, to make the vanilla Grand Campaign more fun to play. The starting conditions for every faction (Money, standings with other factions etc.) have been revised. A completely new city growth and economy system is now in place, and the happiness penalties/bonuses have been made higher for more realism and challenge. The population needed to upgrade a settlement has been made higher. The AI also has gained a few bonuses to income and command.

Building tree & recruitment

The whole building tree and recruitment tree have been revised in Ultimate AI. This results in better balance and AI troop stacks than before. The era-based availability of troops has also been implemented, so that Late Era units can only be recruited in the late game, even if the required buildings have been acquired before.

Character names project

This project changes many characters' names so that they are historically accurate.

King's Banner

This visual mod makes the banners, textures and symbols better, so that the game is more appealing to the eye. 23 new loading screens have also been added.

Team