[Sub-mod]PoP3.8.4Horse archer AI enhancement for companions and noldors

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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
 
Leonion said:
Download Native/Floris modsys.
Add the trigger to lead_charge mission template.
Recompile.

Thank for your reply.
Does horse archers use the script automatically in battle or do i need to press any button?
 
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.
 
Darkdog_13 said:
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.
 
Lord Irontoe said:
Darkdog_13 said:
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.
 
Darkdog_13 said:
Lord Irontoe said:
Darkdog_13 said:
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.  :facepalm: 
 
finkrer said:
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.
But instead of two lines from the file you downloaded, you insert only one, this one:
Code:
0.500000 0.000000 0.000000  0  252 2124 1 1000 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 1003 1 1714 2 1224979098644774913 1224979098644774912 2133 2 1224979098644774914 -1 4 0 545 3 1224979098644774912 15 0 32 2 1224979098644774913 -1 1770 2 1224979098644774915 1224979098644774912 1773 2 1224979098644774916 1224979098644774912 1787 3 1224979098644774917 1224979098644774915 1224979098644774916 1785 3 1224979098644774918 1224979098644774915 1224979098644774916 1784 3 1224979098644774919 1224979098644774915 1224979098644774916 2133 2 1224979098644774920 0 2133 2 1224979098644774921 -1 6 3 1224979098644774922 0 4 1804 3 1224979098644774923 1224979098644774912 1224979098644774922 32 2 1224979098644774923 0 1570 2 1224979098644774924 1224979098644774923 4 0 31 2 1224979098644774924 10 1825 3 1224979098644774925 1224979098644774912 1224979098644774922 2105 2 1224979098644774920 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2122 3 1224979098644774969 1224979098644774966 1224979098644774950 2122 3 1224979098644774970 1224979098644774965 1224979098644774949 2120 3 1224979098644774971 1224979098644774967 1224979098644774968 2121 3 1224979098644774972 1224979098644774969 1224979098644774970 720 3 50 1224979098644774971 0 721 3 50 1224979098644774972 0 3 0 1730 3 1224979098644774912 50 1 5 0 1735 1 1224979098644774912 1732 1 1224979098644774912 3 0 5 0 4 0 545 3 1224979098644774912 1003 0 505 3 1224979098644774912 1003 1 5 0 545 3 1224979098644774912 1003 2 1073742369 3 1224979098644774912 15 1 3221225502 2 1224979098644774913 0 1073741855 2 1224979098644774926 0 1073741855 2 1224979098644774919 1 1073741855 2 1224979098644774917 2 2147483679 2 1224979098644774918 2 1735 1 1224979098644774912 1736 2 1224979098644774912 100 1732 1 1224979098644774912 505 3 1224979098644774912 1003 3 1073741855 2 1224979098644774919 1 31 2 1224979098644774926 0 32 2 1224979098644774914 -1 1747 2 1224979098644774912 1224979098644774914 3 0 3 0 3 0
And obviously change the number above it only by one, so if it's 61 it becomes 62.

This is AWESOME! I tested 50 D'shar Ghazi Stalker with a Fierdvain lord and it was very successful.
 
Hey, guys.

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?

Thanks in advance!:smile:
 
Avareee said:
Hey, guys.

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?

Thanks in advance!:smile:

You are better off asking in Taleworlds Forge section for -your- modification needs. This is for Pendor specific stuff. Sorry!

Locked.
 
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