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

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Hi, Dev PMed me for the imformation of horse archer's AI enhancement, so I connected with the author of one AI patch and he kindly designed a script for PoP3.8.4 to improve the AI of horse archers, as in 3.8 horse archers share the same wage with cavaries and in PoP most of horse archers are heavy cavarly as well, I ask the author to make the enhancement works for heroes and noldors only :wink: So you can freely make your companions horse archers and change noldor noble or maiden ranger or Tillight knight with your gem now. :razz:
The download link: https://mega.nz/#!69smEQzA!B_PNXDt2NLyEWb4ZELjET8LFFjvP0JsRSEiCH8s-USo
Here goes the vedio from author to show that how it affects the troops: And that's why I only ask author to make it work for companions only so that it wont break the balance in PoP.
http://v.youku.com/v_show/id_XMjc0NzIyNzE4NA==.html
http://v.youku.com/v_show/id_XMjcyMjM2NTU2OA==.html(IT'S NOT PLAYER BUT COMPANION :shock:)
The sub-mod has:
1.AI enhance for hero horse archers(wont work for horse Xbowman hero) and noldors
2.battle map always apears so that you wont go to the air wall for dead :dead:
3.Optimize the lancer's script.
The test of 50 noldor nobles VS 150 kierguards:
pWoCk57.jpg
OP? Nope just clever :wink:
EH7XhJq.jpg
And do not think your leth and ediz can take down a heretic party with their own even they are more accurate now :razz:
If there are any problems with the sub-mod please post here, and tell me your love to the sub-mod so that it will probably be in next release :mrgreen:
Enjoy!
Original code(HA script, updated 7/22),more info about changelog please check #98.
Code:
  0.5, 0, 0, [],
  [       
        (set_fixed_point_multiplier, 1000),
        (try_for_agents, ":agent_no"),
            (agent_is_alive, ":agent_no"),
            (agent_is_human, ":agent_no"),
            (agent_is_non_player, ":agent_no"),
            (neg|agent_slot_eq, ":agent_no", 1003, 1),
            (agent_get_horse, ":horse_no", ":agent_no"),
            (assign, ":melee_weapon", -1),
            (try_begin),
                (agent_slot_eq, ":agent_no", slot_agent_is_running_away, 0),
                (gt, ":horse_no", -1),
                (agent_get_team, ":team_no", ":agent_no"),
                (agent_get_division, ":class_no", ":agent_no"),
                (team_get_weapon_usage_order, ":weapon_usage_order", ":team_no", ":class_no"),
                (team_get_movement_order, ":movement_order", ":team_no", ":class_no"),
                (team_get_hold_fire_order, ":hold_fire", ":team_no", ":class_no"),
                (assign, ":thrown_ammo", 0),
                (assign, ":ranged_weapon", -1),
                (try_for_range, ":item", 0, 4),
                  (agent_get_item_slot, ":item_weapon", ":agent_no", ":item"),
                  (gt, ":item_weapon", 0),
                  (item_get_type, ":item_weapon_type", ":item_weapon"),
                  (try_begin),
                    (eq, ":item_weapon_type", itp_type_thrown),
                    (agent_get_ammo_for_slot, ":ammo_for_slot", ":agent_no", ":item"),
                    (val_add, ":thrown_ammo", ":ammo_for_slot"),
                  (else_try),
                    (this_or_next|eq, ":item_weapon_type", itp_type_bow),
                    (this_or_next|eq, ":item_weapon_type", itp_type_pistol),
                    (eq, ":item_weapon_type", itp_type_musket),
                    (assign, ":ranged_weapon", ":item_weapon"),
                  (else_try),
                    (this_or_next|eq, ":item_weapon_type", itp_type_one_handed_wpn),
                    (this_or_next|eq, ":item_weapon_type", itp_type_two_handed_wpn),
                    (eq, ":item_weapon_type", itp_type_polearm),
                    (assign, ":melee_weapon", ":item_weapon"),
                  (try_end),
                (try_end),
                (gt, ":ranged_weapon", -1),            
                (neg|item_has_property, ":ranged_weapon", itp_cant_reload_on_horseback),
                (neg|item_has_property, ":ranged_weapon", itp_cant_use_on_horseback),
                (agent_get_ammo, ":ammo", ":agent_no", 0),
                (val_sub, ":ammo", ":thrown_ammo"),
                (gt, ":ammo", 0),
                (agent_set_slot, ":agent_no", 1003, 2),
                (neg|eq, ":hold_fire", aordr_hold_your_fire),
                (neg|eq, ":weapon_usage_order", wordr_use_melee_weapons),
                (eq, ":movement_order", mordr_charge),
                (agent_get_position, pos50, ":agent_no"), 
                (agent_get_speed, pos31, ":agent_no"),
                (position_get_y,":speed_y",pos31),
                (assign, ":distance_closest", 100000),#1000m
                (assign, ":enemies_closest", -1),
                (try_for_agents, ":enemies"),
                    (agent_is_alive, ":enemies"),
                    (agent_is_human, ":enemies"),
                    (agent_get_position, pos36, ":enemies"),
                    (agent_get_team, ":enemies_team", ":enemies"),
                    (teams_are_enemies, ":team_no", ":enemies_team"),
                    (get_distance_between_positions, ":distance", pos50, pos36),
                    (try_begin),
                      (agent_slot_eq, ":enemies", slot_agent_is_running_away, 1),
                      (val_add, ":distance", 10000),
                    (try_end),
                    (try_begin),
                      (agent_get_horse, ":enemies_horse", ":enemies"),
                      (gt, ":enemies_horse", -1),
                      (agent_get_speed, pos32, ":enemies"),
                      (position_get_y,":speed_y_enemies",pos32),
                      (val_sub, ":speed_y_enemies", ":speed_y"),
                      (store_div, ":distance_cavalry", ":speed_y_enemies",5),
                      (val_max, ":distance_cavalry", 0),
                      (val_add, ":distance_cavalry", 500),
                      (val_sub, ":distance", ":distance_cavalry"),
                    (else_try),
                      (agent_get_wielded_item, ":weapon_hold", ":enemies", 1),
                      (neg|gt, ":weapon_hold", 1),
                      (val_sub, ":distance", 500),
                    (try_end),
                    (lt, ":distance", ":distance_closest"),
                    (assign, ":distance_closest", ":distance"),
                    (assign, ":enemies_closest", ":enemies"),
                (try_end),
                (neq, ":enemies_closest", -1),
                (agent_get_position, pos51, ":enemies_closest"),
                (get_distance_between_positions, ":distance_true", pos50, pos51),
                (try_begin),
                  (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 0),
                  (gt,":distance_true",200),
                  (agent_set_wielded_item, ":agent_no", ":ranged_weapon"),
                (else_try),
                  (le, ":distance_true", 200),
                  (gt, ":melee_weapon", -1),
                  (agent_set_wielded_item, ":agent_no", ":melee_weapon"),
                (try_end),
                (assign, ":speed_limit", 1000),
                (try_begin),
                    (agent_get_wielded_item, ":weapon_hold", ":agent_no", 0),
                    (gt, ":weapon_hold", 0),
                    (item_get_type, ":weapon_type", ":weapon_hold"),
                    (this_or_next|eq, ":weapon_type", itp_type_bow),
                    (this_or_next|eq, ":weapon_type", itp_type_pistol),
                    (eq, ":weapon_type", itp_type_musket),
                    (agent_get_bone_position, pos53, ":agent_no", 8, 1),
                    (agent_get_bone_position, pos54, ":enemies_closest", 9, 1),
                    (position_has_line_of_sight_to_position, pos53, pos54),
                    (agent_set_look_target_agent, ":agent_no", ":enemies_closest"),
                    (try_begin),
                      (assign, ":shoot_distance", 4000),
                      (agent_get_attack_action, ":attack_action", ":agent_no"),
                      (eq, ":attack_action", 1),
                      (try_begin),
                        (gt, ":distance_closest", 700),
                        (le, ":distance_closest", ":shoot_distance"),
                        (store_div, ":speed_limit", ":speed_y",2000),#
                        (val_max, ":speed_limit", 0),
                      (try_end),
                      (eq, ":weapon_type", itp_type_bow),
                      (try_begin),
                        (le, ":distance_true", ":shoot_distance"),
                        (agent_set_defend_action, ":agent_no", -2, 1),
                        (agent_set_attack_action, ":agent_no", 3, 0),
                      (else_try),
                        (gt, ":distance_true", ":shoot_distance"),
                        (agent_set_attack_action, ":agent_no", -2, 1),
                        (agent_set_defend_action, ":agent_no", 3, 1),
                      (try_end),
                    (else_try),
                      (eq, ":weapon_type", itp_type_bow),
                      (le, ":distance_true", ":shoot_distance"),#
                      (agent_get_combat_state, ":combat_state", ":agent_no"),
                      (neq, ":combat_state", 8),
                      (agent_set_attack_action, ":agent_no", 3, 1),
                    (try_end),
                (try_end),
                (agent_set_speed_limit, ":agent_no", ":speed_limit"),
                (try_begin),
                  (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 0),
                  (lt, ":distance_closest", 10000),
                  (try_begin),
                    (get_scene_boundaries, pos2, pos3),
                    (position_transform_position_to_local, pos4, pos2,pos50),
                    (position_get_x, ":left", pos4),
                    (position_get_y, ":down", pos4),
                    (position_transform_position_to_local, pos4, pos2,pos3),
                    (position_get_x, ":map_width", pos4),
                    (position_get_y, ":map_height", pos4),
                    (store_sub, ":right", ":map_width", ":left"),
                    (store_sub, ":up", ":map_height", ":down"),
                    (position_transform_position_to_local, pos4, pos50, pos51),
                    (position_get_x, ":enemies_x", pos4),
                    (position_get_y, ":enemies_y", pos4),
                    (assign, ":effect", 0),
                    (try_begin),
                      (neg|gt, ":distance_closest", 1000),
                      (assign, ":effect", -78000),
                    (else_try),
                      (gt, ":distance_closest", 2000),#
                      (store_sub,":effect", ":distance_closest", 0),
                      (val_mul, ":effect", 5),
                      (val_clamp, ":effect", 35000, 90000),
                    (try_end),
                    (assign, ":distance_to_boundary", 30000),
                    (val_min, ":distance_to_boundary", ":left"),
                    (val_min, ":distance_to_boundary", ":up"),
                    (val_min, ":distance_to_boundary", ":right"),
                    (val_min, ":distance_to_boundary", ":down"),
                    (try_begin),
                      (lt, ":distance_to_boundary", 30000),
                      (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 0),
                      (store_div, ":map_middle_x", ":map_width", 20),
                      (store_div, ":map_middle_y", ":map_height", 20),
                      (position_copy_origin, pos4, pos2),
                      (position_move_x, pos4, ":map_middle_x", 1),
                      (position_move_y, pos4, ":map_middle_y", 1),
                      (get_distance_between_positions,":distance_middle", pos4, pos50),
                      (position_transform_position_to_local, pos4, pos50, pos4),
                      (position_get_x, ":map_middle_x", pos4),
                      (position_get_y, ":map_middle_y", pos4),
                      (val_mul, ":map_middle_x", 100),
                      (val_mul, ":map_middle_y", 100),
                      (val_mul, ":enemies_x", 100),
                      (val_mul, ":enemies_y", 100),
                      (store_div,":cos_middle",":map_middle_x",":distance_middle"),
                      (store_div,":sin_middle",":map_middle_y",":distance_middle"),
                      (store_div,":cos_enemies",":enemies_x",":distance_true"),
                      (store_div,":sin_enemies",":enemies_y",":distance_true"),
                      (store_acos, ":angle_cos", ":cos_middle"),
                      (store_asin, ":angle_sin", ":sin_middle"),
                      (store_acos, ":angle_cos_enemies", ":cos_enemies"),
                      (store_asin, ":angle_sin_enemies", ":sin_enemies"),
                      (try_begin),
                        (lt, ":angle_sin", 0),
                        (val_mul,":angle_cos", -1),
                        (val_add,":angle_cos", 360000),
                      (try_end),
                      (try_begin),
                        (lt, ":angle_sin_enemies", 0),
                        (val_mul,":angle_cos_enemies", -1),
                        (val_add,":angle_cos_enemies", 360000),
                      (try_end),
                      (store_sub, ":k2", ":angle_cos", ":angle_cos_enemies"),
                      (val_sub, ":k2", 270000),
                      (val_sub, ":k2", ":effect"),
                      (store_add, ":effect", ":k2", ":effect"),
                      (try_begin),
                        (lt, ":angle_cos", ":angle_cos_enemies"),
                        (val_add, ":effect", 360000),
                      (try_end),
                      (val_clamp,":effect",-210000, 15000),
                      (agent_set_attack_action, ":agent_no", -2, 1),
                      (agent_set_defend_action, ":agent_no", 3, 1),
                    (try_end),
                    (store_cos, ":cos", ":effect"),
                    (store_sin, ":sin", ":effect"),
                    (store_mul, ":k_x1", ":cos", ":enemies_y",),
                    (store_mul, ":k_x2", ":sin", ":enemies_x",),
                    (store_mul, ":k_y1", ":sin", ":enemies_y",),
                    (store_mul, ":k_y2", ":cos", ":enemies_x",),
                    (store_add, ":move_x",":k_x1", ":k_x2"),
                    (store_sub, ":move_y",":k_y1", ":k_y2"),
                    (position_move_x, pos50, ":move_x", 0),
                    (position_move_y, pos50, ":move_y", 0),
                  (try_end),
                  (agent_set_scripted_destination, ":agent_no", pos50, 1),
                (else_try),
                  (agent_clear_scripted_mode, ":agent_no"),
                  (agent_force_rethink, ":agent_no"),
                (try_end),
            (else_try),
                (try_begin),
                  (agent_slot_eq, ":agent_no", 1003, 0),
                  (agent_set_slot, ":agent_no", 1003, 1),
                (else_try),
                  (agent_slot_eq, ":agent_no", 1003, 2),
                  (this_or_next|agent_slot_eq, ":agent_no", slot_agent_is_running_away, 1),
                  (this_or_next|lt, ":horse_no", 0),
                  (this_or_next|eq, ":ammo", 0),
                  (this_or_next|eq, ":hold_fire", aordr_hold_your_fire),
                  (this_or_next|eq, ":weapon_usage_order", wordr_use_melee_weapons),
                  (neq, ":movement_order", mordr_charge),
                  (agent_clear_scripted_mode, ":agent_no"),
                  (agent_set_speed_limit, ":agent_no", 100),
                  (agent_force_rethink, ":agent_no"),
                  (agent_set_slot, ":agent_no", 1003, 3),
                  (this_or_next|eq, ":hold_fire", aordr_hold_your_fire),
                  (eq, ":ammo", 0),
                  (gt, ":melee_weapon", -1),
                  (agent_set_wielded_item, ":agent_no", ":melee_weapon"),
                (try_end),
            (try_end),
        (try_end),
  ])
credit:
JunYue(君悦)
 
k0nr@d said:
So, what dose this script exactly do?
Making horse archers(heros, noldors) more accurate(by controlling their speed) and they will keep shoting untill ran out of ammo, they will also keep running so that wont be catched by their enemies, it will obviously increase the kill of mtd-archer heros.
The script also optimizes the lancer's AI by reducing unneccesary calculate.
 
Latis the Darkgryphon said:
...and they will keep shoting untill ran out of ammo, they will also keep running so that wont be catched by their enemies,...
So this is a patch to make horse archers even more obnoxious and tiresome. I had enough of that in 1257AD.
 
Articulo34 said:
Latis the Darkgryphon said:
...and they will keep shoting untill ran out of ammo, they will also keep running so that wont be catched by their enemies,...
So this is a patch to make horse archers even more obnoxious and tiresome. I had enough of that in 1257AD.
I have thought about that, so this patch will only work for heros and noldors :wink:
That is your noldor nobles costed your gems will be more useful, and you can freely raise your horse archer companions, ya know without enhancing even twilight knights hardly kill by shoting.
 
So it only works on heroes and noldors? Heroes as in party companions, or hero adventurers?
There are so many horse archers in pendor that it seems unfair to restrict such a mod to just two of their kin.
What about Doomguides, Singalians, D'Shar, CKO, mounted crossbow units, etc?
If  anything, I'd rather see weaker, squishier horse archers get this improvement, because Noldor Nobles / TKs and Hero Adventurers can already handle themselves quite well in mass melee.

I mean, you can just command those 50 noldor nobles to hold position, and they will destroy 150 kierguards from afar just the same. That 'test' isn't really a good representation of anything :V
 
Lazy Buttons said:
So it only works on heroes and noldors? Heroes as in party companions, or hero adventurers?
There are so many horse archers in pendor that it seems unfair to restrict such a mod to just two of their kin.
What about Doomguides, Singalians, D'Shar, CKO, mounted crossbow units, etc?
If  anything, I'd rather see weaker, squishier horse archers get this improvement, because Noldor Nobles / TKs and Hero Adventurers can already handle themselves quite well in mass melee.

I mean, you can just command those 50 noldor nobles to hold position, and they will destroy 150 kierguards from afar just the same. That 'test' isn't really a good representation of anything :V
It only works for companions(as well as enemy heroes) and noldors, because this script is so powerful that it will surely break the balance and makes player annoying when fighting with other horse archers.
The improve of all "weak" horse archers can make the game annoying, trust me :dead:
Noldor nobles are powerful, true, but not powerful enough so that 6 of them worth a gem.
I don't want big "improvement" which may break the world balance, I just want this patch to makes horse-archer companions and noldor elite troops more remarkable, noldor can be left even, at least improve the companions so that they will worth their skills for horse archery, this buff is more immersive than simply increase the stats.

Ps: just try it and hire leth, you will be surprised by what he will do :wink:
Hmm... of course I can give more examples.
 
The improve of all "weak" horse archers can make the game annoying, trust me

Really? I would never have guessed that improving units whose entire purpose is to harass the enemy from afar might make the game more annoying. What a shock.

Noldor nobles are powerful, true, but not powerful enough so that 6 of them worth a gem.

That's why I just don't spend gems on them. (and hire Noldor Nobles from prisoners)

But yeah, it's a quaint mod. Interesting.
 
Lazy Buttons said:
The improve of all "weak" horse archers can make the game annoying, trust me

Really? I would never have guessed that improving units whose entire purpose is to harass the enemy from afar might make the game more annoying. What a shock.

Noldor nobles are powerful, true, but not powerful enough so that 6 of them worth a gem.

That's why I just don't spend gems on them. (and hire Noldor Nobles from prisoners)

But yeah, it's a quaint mod. Interesting.
The biggest useage of this patch is to make companion horse archers feels like players, so you neednt worry them to charge into berserks without your order.
With the patch leth can even solo a demon which most players can do and AI fail to it:
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qIxRoS3.jpg
And he will be able to beat 5 Gladitors.
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Exactly, 10.....
tuDV7rG.jpg
So do you understand why I only ask author to give it to companions and noldors? :fruity:
Of course it can be used for every troops, but there will be two results:
1. Dev refuse to take it due to big balance change, it is not like the situation of lancers as lance melee is annoying and stupid , not using bow or not accurate is not that annoying, just a bit stupid sometimes.
2. Even Dev accept that it will be a pain in the ass to rebalance. And as Articulo said, it will be obnoxious and tiresome.
 
I've seen this submod, or at least something similar to this submod in some other mods.
My general experience with this tweak is pretty positive; horse archers maintain their distance whilst running in circles around the enemy, peppering them with arrows.
It makes horse archer armies less micro-intensive, and therefore a much more viable option.

I've yet to try this out for POP. Indeed, it may cause balancing issues seeing as the POP devs overhauled much of the combat already, and any more combat tweaks could potentially break this balance.
Still, I'm going to download this mod and give it a try tomorrow.
 
MrExpendable said:
I've seen this submod, or at least something similar to this submod in some other mods.
My general experience with this tweak is pretty positive; horse archers maintain their distance whilst running in circles around the enemy, peppering them with arrows.
It makes horse archer armies less micro-intensive, and therefore a much more viable option.

I've yet to try this out for POP. Indeed, it may cause balancing issues seeing as the POP devs overhauled much of the combat already, and any more combat tweaks could potentially break this balance.
Still, I'm going to download this mod and give it a try tomorrow.
For balance, this sub-mod will only work for companions and noldors. :wink:
 
I think the problem with OP/balance lies in testing units in a really specific scenario.

Chances are, when one encounters an army of Ravenstern, whom has a solid amount of Mounted Rangers. With them and the regular Ravenstern roster, I feel like that it would work fine. As the horse archers do their thing (distract/harass/kill/etc), the main armies focus on fighting.

It's better to test in those scenarios instead of specific ones because chances are they will most likely not happen while really playing.
 
MitchyMatt said:
I think the problem with OP/balance lies in testing units in a really specific scenario.

Chances are, when one encounters an army of Ravenstern, whom has a solid amount of Mounted Rangers. With them and the regular Ravenstern roster, I feel like that it would work fine. As the horse archers do their thing (distract/harass/kill/etc), the main armies focus on fighting.

It's better to test in those scenarios instead of specific ones because chances are they will most likely not happen while really playing.
Hmm I thought about this, and the feeling of player as mounted archers can be annoying for player, especially in PoP there are many good horse archers, they performed good even without further buff.
Many players used the sub-mod works for every troops said jatu and Dshar become insane so I think the original patch do not fit the PoP, but the buff can limited to some troops that deserve better performance, like noldor horse archers and companions.
So this sub-mod at the moment works for noldors and heroes only, to buff horse archer companions on AI aspect, and make them remarkable, it will also make enemy heroes more clever so that they can be fearsome Boss not just a unit.

And I hope players used this sub-mod can test how companions can do now(as PoP has a kill can it is easy to see) since I will be busy for my study in the rest of the month :shock:
 
Quick questions:
1. Will we get a version of this for 3.8.5?
2. Can i tweak it so it affects all horse archers and not just noldor and companions? I'd like to make my very own horse archer cko :fruity:
 
Egaldor said:
Quick questions:
1. Will we get a version of this for 3.8.5?
2. Can i tweak it so it affects all horse archers and not just noldor and companions? I'd like to make my very own horse archer cko :fruity:
1. If dev accept it, otherwise it will appear as a sub-mod when 3.8.5 out.
2. I can share that version, but in this version you can also make your CKO clever by equip them noldor arrow, in fact the script affects troops with noldor arrow and companions  :fruity: So you can make your CKO "learn" from noldor.
 
I agree on applying this tweak on Noldors and companions only (and probably on other NPC-s as well while at it).

1) Noldor units are very expensive, yet no one buys them for qualis gems after realizing that they can be killed quite fast, especially when those Noldor horse archers charge in enemy lines blindly. And we are talking about investing Qualis Gems into units. Currently we are better off with exchanging QG-s into permanent stuff like elixirs and weapons, since those won't be lost if we play carefully. The Noldor units imo need every tweak on the AI possible to make those QG investments more worthwhile and to make the fights with them even harder. They are meant to be the most lethal forces in Pendor, right? And still, look how the Dread Legion can kick their ass if you don't interfere with orders. Or look how easily the player can trample the combined forces of Ithilrandir and Aeldarian with a full-cavalry force:
To be honest, I would even consider to go as far as making all Noldor units unkillable (but could be KO-d ofc). This way the Qualis Gem investments would really be appealing, and Noldor parties would be able to completely regenerate if they aren't fully defeated.
And I have a question regarding the performance of Noldor horse archers on the battlefield: can this AI tweak in any way make it harder to solo them? The player doing huge circles on a fast horse while shooting can f*ck them really bad :???: :
Can this AI tweak make those horse archers aim more accurately on a moving target? :ohdear:

2) NPC companions are meant to be special, representing a player-like character (can't fall dead) controlled by the AI. They should be as smart as possible in order to stand out from the rest of the regular "dumb" units. There are only 20 of them, so that won't do anything game-breaking imo. In fact, I think every NPC should receive this buff as well :fruity: On another note, companions take forever to get to decent training levels (31-37). With this tweak, your horse archer companions would probably survive longer, killing more units, resulting in faster leveling (I hope). Also, what about applying this tweak to the rest of NPC-s as well? Party leaders should also be smarter in that regard.

Latis the Darkgryphon said:
Egaldor said:
2. Can i tweak it so it affects all horse archers and not just noldor and companions? I'd like to make my very own horse archer cko :fruity:
2. I can share that version, but in this version you can also make your CKO clever by equip them noldor arrow, in fact the script affects troops with noldor arrow and companions  :fruity: So you can make your CKO "learn" from noldor.
Hmm, this might be an idea as well, to make your CKO really "learn" from the Noldor (after getting the secrets of making Noldor equipment) :fruity: Thanks for the info! :grin:
 
How does this script impact game performance during battles (standard 300 and max battlesize)?
I haven't read it yet, but it probably cycling through all solders on the battlefield looking for ones, who meet script criteria. It most likely consumes some additional CPU cycles. Just curious.
 
k0nr@d said:
How does this script impact game performance during battles (standard 300 and max battlesize)?
I haven't read it yet, but it probably cycling through all solders on the battlefield looking for ones, who meet script criteria. It most likely consumes some additional CPU cycles. Just curious.
I am not the author, the author said the script optimize lancer's AI by only calculating nearby enemies instead of all enemies.
And horse archer's AI itself affect few troops.
 
Latis the Darkgryphon said:
k0nr@d said:
How does this script impact game performance during battles (standard 300 and max battlesize)?
I haven't read it yet, but it probably cycling through all solders on the battlefield looking for ones, who meet script criteria. It most likely consumes some additional CPU cycles. Just curious.
I am not the author, the author said the script optimize lancer's AI by only calculating nearby enemies instead of all enemies.
And horse archer's AI itself affect few troops.
So you didn't test it resource wise? Before and after?
 
Latis the Darkgryphon said:
Egaldor said:
Quick questions:
1. Will we get a version of this for 3.8.5?
2. Can i tweak it so it affects all horse archers and not just noldor and companions? I'd like to make my very own horse archer cko :fruity:
1. If dev accept it, otherwise it will appear as a sub-mod when 3.8.5 out.
2. I can share that version, but in this version you can also make your CKO clever by equip them noldor arrow, in fact the script affects troops with noldor arrow and companions  :fruity: So you can make your CKO "learn" from noldor.

Ok so anything with noldor arrows gets the ai improvement. Sounds weird when you say it but if it works im all up for it. Im only concerned about this submod being avalible for 3.8.5 becuase my graphics card died and i can't see myself playing anytime soon (graphic cards are damm expensive in south america)
Thanks!
 
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