My 2 cents.
I played 1,5 campaigns in PNB with this AI enabled for all horse archers.
I does make them noticeably stronger but it doesn't break the balance.
Heavy cavalry still rekts them, foot archers can shoot them (HAs don't always move, if there are no enemies nearby, they just stop and shoot).
Even infantry somehow manages to intercept them sometimes.
+20% to horse archers' wage is enough to compensate for their strength boost.
In one of my campaigns (the one that's "1") I often asked a lord that specializes in top-tier HAs (lvl 60, some of, if not the best HAs in the entire mod) to follow me and help me. Despite the new AI and much improved behavior and effectiveness of his HAs, they were by no means op or immortal.
The lord really liked to charge first (he's from another faction => autonomous behavior on the battlefiled), and if I and my troops didn't follow him right away, enemy archers/infantry/cavarly/HAs would rapidly start reducing the numbers of the guy's HAs.
HI, this script look amazing.
I am not sure if this is the right place to ask? But is there any simple way to made this script work on native or floris?
Thank
Honestly i was kinda surprised pop did not have a improved horse archer AI to begin with (came from playing mods like 1257AD which has had improved horse archer AI for along time).
I have been playing around with it with a couple partial games.
Game #1 i editted it to make it include units like hero adventures/clarion call and any other high end horse archers but left weaker commoner units like ravenstern and D'shar without. The effect was powerful but hardly op as these units are quite expensive and in the case of Clarion call quite useless without the AI fix.
Game #2 Changed it to affect all horse archers, much like Leonion said it made them stronger but at the same time not op and still could be countered with strategy which was either pretty much foot archers (fire faster,tend to do more damage per shot and tend to be more accurate also a smaller target) or heavy cav with shields. Even infantry armies worked, while not realistic i found spreading my infantry into a thin line and marching the horse archers into the map edges worked quite well.
Honestly i was kinda surprised pop did not have a improved horse archer AI to begin with (came from playing mods like 1257AD which has had improved horse archer AI for along time).
I have been playing around with it with a couple partial games.
Game #1 i editted it to make it include units like hero adventures/clarion call and any other high end horse archers but left weaker commoner units like ravenstern and D'shar without. The effect was powerful but hardly op as these units are quite expensive and in the case of Clarion call quite useless without the AI fix.
Game #2 Changed it to affect all horse archers, much like Leonion said it made them stronger but at the same time not op and still could be countered with strategy which was either pretty much foot archers (fire faster,tend to do more damage per shot and tend to be more accurate also a smaller target) or heavy cav with shields. Even infantry armies worked, while not realistic i found spreading my infantry into a thin line and marching the horse archers into the map edges worked quite well.
How did you change it, if you don't mind me asking? I wouldn't mind trying it on all horse archers. I agree its powerful but doesn't seem overly OP. My favorite thing about it is you can tell them to charge and they'll just do their thing without needing to be micromanaged.
Honestly i was kinda surprised pop did not have a improved horse archer AI to begin with (came from playing mods like 1257AD which has had improved horse archer AI for along time).
I have been playing around with it with a couple partial games.
Game #1 i editted it to make it include units like hero adventures/clarion call and any other high end horse archers but left weaker commoner units like ravenstern and D'shar without. The effect was powerful but hardly op as these units are quite expensive and in the case of Clarion call quite useless without the AI fix.
Game #2 Changed it to affect all horse archers, much like Leonion said it made them stronger but at the same time not op and still could be countered with strategy which was either pretty much foot archers (fire faster,tend to do more damage per shot and tend to be more accurate also a smaller target) or heavy cav with shields. Even infantry armies worked, while not realistic i found spreading my infantry into a thin line and marching the horse archers into the map edges worked quite well.
How did you change it, if you don't mind me asking? I wouldn't mind trying it on all horse archers. I agree its powerful but doesn't seem overly OP. My favorite thing about it is you can tell them to charge and they'll just do their thing without needing to be micromanaged.
I don't now if there is an easier way to to do it but in my case i just added the form id's for other arrows to the list as this script uses arrow type to apply it to units with the base just using noldor arrows.
Might be a better way to do it but in neither of my 200ish day playthoughs had any crashes.
Honestly i was kinda surprised pop did not have a improved horse archer AI to begin with (came from playing mods like 1257AD which has had improved horse archer AI for along time).
I have been playing around with it with a couple partial games.
Game #1 i editted it to make it include units like hero adventures/clarion call and any other high end horse archers but left weaker commoner units like ravenstern and D'shar without. The effect was powerful but hardly op as these units are quite expensive and in the case of Clarion call quite useless without the AI fix.
Game #2 Changed it to affect all horse archers, much like Leonion said it made them stronger but at the same time not op and still could be countered with strategy which was either pretty much foot archers (fire faster,tend to do more damage per shot and tend to be more accurate also a smaller target) or heavy cav with shields. Even infantry armies worked, while not realistic i found spreading my infantry into a thin line and marching the horse archers into the map edges worked quite well.
How did you change it, if you don't mind me asking? I wouldn't mind trying it on all horse archers. I agree its powerful but doesn't seem overly OP. My favorite thing about it is you can tell them to charge and they'll just do their thing without needing to be micromanaged.
I don't now if there is an easier way to to do it but in my case i just added the form id's for other arrows to the list as this script uses arrow type to apply it to units with the base just using noldor arrows.
Might be a better way to do it but in neither of my 200ish day playthoughs had any crashes.
Thanks. That's interesting. I guess theoretically you could add mounted crossbow users and throwers to the mix by adding those items too? I wonder how it applies to heroes, since they don't need to have Noldor arrows for the AI to work
I have not tested it but i imagine you could add crossbows under the areas that say "(this_or_next|eq, ":item_weapon_type", itp_type_bow)" and then ofc the proper ammo have not tried but would be interesting to see as it would be quite a boost to the female hero lineup. Throwing weapons seem to already be in there but i did not test any jav cav to see if they were effected or not.
As for how it works for heroes no clue, most of my messing with M&B prior to this has been with Morghs and been simple changing of numbers i just happened to read though this thread and find out it was explained that it worked by using ammo to apply the script and so i just tried adding more arrows and it worked.
I attempted to use the script for all horse archers, but with that bug there my first battle became quite a debacle.
It is a neat idea though. Everyone is saying horse archers would become OP, but I highly doubt it. The current state of horse archers is already atrocious, with their idiotic tendency to act like lancers.
In fact, you could also probably change the arrows required, as the file has the Noldor Arrows id in it.
However, I've found something I wanted even more, which is this new AI for everyone. I mean, it doesn't make sense if only the best horse archers try to behave like horse archers. It's not without drawbacks, some weak Mountain Bandits focusing fire on one guy looks a bit weird, but whatever. I've just found the Chinese site with the original non-Pendor version, although it seems to be outdated, not sure about that.
So here's what you need to do:
You do it like this:
aleeque said:
This mod is awesome, there's just one thing I didn't like: the changes to the UI (minimap).
In case anyone wondering how to get the AI fix without touching the UI, you have to first remove the mod (use clean mission_templates.txt, scripts.txt and presentations.txt), then redownload it, unpack, immediately delete everything except mission_templaltes.txt, open it, search for "lead_charge", under where it says 63, copy the two lines right under it (triple-click to select whole line) and paste them into the corresponding place in your clean mission_templates file, then change the number 61 right over to 63.
I didn't really want to push this thread but I wanted to really ask:
I'm a noob in modding and I want to put this script in my native(with PBOD horse fix doesn't work as it should though) game so the horse archers act as they should (not just companions)
Could you guys help me out, showing me how to exactly to do this?
I didn't really want to push this thread but I wanted to really ask:
I'm a noob in modding and I want to put this script in my native(with PBOD horse fix doesn't work as it should though) game so the horse archers act as they should (not just companions)
Could you guys help me out, showing me how to exactly to do this?
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