.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #71  
Old December 1st, 2008, 06:46 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Better Independents v2.1

I have never experienced either problem with the current version of the mod. Usually I have a devil of a time repelling the hordes of quality troops the AI throws at me.

I am also finding it curious that the AI gets bankrupted by the gold troops unless we're talking about heavy astral nations using enslave mind, or R'lyeh in the EA.

I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
Reply With Quote
  #72  
Old December 1st, 2008, 08:14 PM

iceboy iceboy is offline
Corporal
 
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
iceboy is on a distinguished road
Default Re: Better Independents v2.1

Quote:
Originally Posted by Edi View Post
I have never experienced either problem with the current version of the mod. Usually I have a devil of a time repelling the hordes of quality troops the AI throws at me.

I am also finding it curious that the AI gets bankrupted by the gold troops unless we're talking about heavy astral nations using enslave mind, or R'lyeh in the EA.

I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
Hi Edi which version of the mod do you use?
Reply With Quote
  #73  
Old December 2nd, 2008, 07:03 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Better Independents v2.1

The one that's behind the download link on my home pages, 2.1
Reply With Quote
  #74  
Old December 2nd, 2008, 10:38 PM

iceboy iceboy is offline
Corporal
 
Join Date: Mar 2004
Posts: 153
Thanks: 0
Thanked 3 Times in 3 Posts
iceboy is on a distinguished road
Default Re: Better Independents v2.1

Quote:
Originally Posted by Edi View Post
The one that's behind the download link on my home pages, 2.1
Oh sorry I meant resource, gold, or both?
Reply With Quote
  #75  
Old December 3rd, 2008, 07:20 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Better Independents v2.1

I've used both of them, no problems, as well as the combo one.
Reply With Quote
  #76  
Old January 24th, 2009, 06:14 AM
Loops's Avatar

Loops Loops is offline
Private
 
Join Date: Sep 2005
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
Loops is on a distinguished road
Default Re: Better Independents v2.1

I really like this mod and the idea behind it. Removing these suboptimal choices ahead of time is a great way to make the AI perform better.

Quote:
Originally Posted by Edi View Post
I've never seen the problem behavior, but if the people who have can think of a workaround, I'd be interested in hearing it.
Right now modded units have a couple of worrisome potential/theoretical issues. If you (or an AI) somehow acquires them, the upkeep on 9000 gold units is ruinous. Similarly, the AI is feared to be (or perhaps demonstrably) foolish enough to clog its queues for practically forever with 800 resource units, if given the opportunity.

This probably isn't a new idea, but another approach to this mod, that removes these concerns I think, would be to remove the bad independent choices by turning those units into clones of a unit effective enough to stay unchanged currently. This means all of the choices would be available everywhere, but none of the units would be totally ill-advised options for AI to pick.

This wouldn't have to be some super creative balance mod to work. For example, just make all the lousy guy-with-a-stick variants into copies of the reasonable Light Infantry w/Javelin. Tribal and light cavalry variants could all turn into cataphracts or good heavy cavalry.

This solution isn't necessarily any better than what you have already. It would change the look and difficulty of a lot of the independent poptypes significantly. Game balance as a whole would change more, since good (or at least ok) units would be recruitable everywhere. Although on the bright side, you wouldn't have to worry about the possibility of clogged AI recruitment queues or bankrupting yourself with enslave.

Anyway, you asked for ideas so I thought I'd throw it out there.
Reply With Quote
  #77  
Old July 18th, 2009, 02:37 AM

Snacktime Snacktime is offline
Corporal
 
Join Date: Jun 2007
Location: Atlanta
Posts: 155
Thanks: 0
Thanked 1 Time in 1 Post
Snacktime is on a distinguished road
Default Re: Better Independents v2.1

So having become weary of the AI recruiting hordes of ridiculous independents, I added this mod. But it doesn't seem to work right for me. No matter which of the three mods I use, none of the independents in the territory are available at all, either at the amped up gold and resource costs or otherwise. The recruiting page is just empty of options in all non-castle territories. What gives? I'm using version 3.23b of the game (which is the latest patch) and 2.1 of the three mods (gold/resources/both). Kinda stumped!
Reply With Quote
  #78  
Old July 18th, 2009, 02:40 AM

Snacktime Snacktime is offline
Corporal
 
Join Date: Jun 2007
Location: Atlanta
Posts: 155
Thanks: 0
Thanked 1 Time in 1 Post
Snacktime is on a distinguished road
Default Re: Better Independents v2.1

Also I have no other mods so that's not it.
Reply With Quote
  #79  
Old July 18th, 2009, 03:05 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Better Independents v2.1

You sure that you're not playing a "no-independents" map? Those have the independents eliminated by map commands.
Reply With Quote
  #80  
Old July 18th, 2009, 04:24 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Better Independents v2.1

Quote:
Originally Posted by Burnsaber View Post
You sure that you're not playing a "no-independents" map? Those have the independents eliminated by map commands.
This seems to hit the problem right on the nose, Snacktime. There are two ways of removing independents: By this mod, which restricts their availability via prohibitive cost, or by map commands (which requires a specific map file and eliminates ALL independents by assigning invalid poptypes to all provinces).
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:47 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.