.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
  #1  
Old June 10th, 2008, 01:56 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 Better Independents v2.1

I recall making some threats about restoring an improved version of the Better Independents mod, so I figured right now would be a good time to do it.

The Better Independents mod aims to improve the SP experience against the AI by reducing the hordes of chaff the AI tends to amass, forcing it instead to rely far more on national troops and some of the better quality independent units. This goal is achieved by artificially limiting the selection of units available and eliminating the undesirable ones as an option so they cannot be recruited.

There three variations of this mod:
  • The first one eliminates units by increasing their gold cost to 9000 and resource cost to 800.
  • The second variant only increases the gold cost of affected units.
  • The third variant only increases the resource cost to 800. This mod has reportedly had problems with the AI not being deterred by the resource cost and ending up with queues of units that take forever to clear unless canceled.

The mod file itself has a section of comments in the beginning, so it is advised that you read those to see if the mod is what you are looking for.

This second version of the BI Mod is a tad less drastic than the earlier one, which eliminated virtually all independent units. After reading several forum discussions and playing some games with the mod (BI Gold), it became clear that not quite such draconian measures are called for. The original mod limited EA nations the most because nearly all archers were disabled. Archers being important to also augment heavier troops, this has been changed.

All archer units are once more enabled in Better Independents v2, as well as some marginally useful units from other poptypes (such as the tribals). This means that there will be AI hordes where independent units still play a role, but it is much reduced. Archer hordes will be very prominent, though, but this is not a bad thing, because it helps the AI more than hinders it. It also makes EA games more tolerable, because otherwise there would be no independent missile units available.

Ryo Akashi was kind enough to provide me with mod code that copies these units to other slots and resets the recruitment of affected nations so the indies can be disabled. I have used a modified version which disables the independent slinger (50) and the light cavalry. Militia 30 is only disabled via increased resource cost because it can appear from events, so a gold cost disabling would bankrupt anyone who got the regular militia event.

This bit of code uses the currently unused unit numbers 1454 (Unused Ancient One), 385 (Lady of Fortune) and 601 (Daughter of the Land).

The old thread is here

Any feedback and observations of the pros and cons of this mod are welcome.



UPDATE!

Version 2.1 enables the standard independent commanders and also enables Jaguar Tribe Warrior, which turned out to be an even more useful unit than the Jaguar Tribe Slinger, though that usefulness depends on the nation you play and is often situational.

This means that if you can recruit units out of a province, you can also recruit a commander out of that same province. Barbarians and Horse Tribe are the only poptypes where nothing can be recruited (though some indies with a bad combination of militia, light infantry and heavy infantry (the weakest type) only allow commanders.

Version 2.1 is also compatible with Worthy Heroes. Version 2.0 was not because they both used the Golden Naga for different purposes, but that conflict has been resolved.

Version 2.1 attachment is included and replaces the v2.0 attachment previously attached to this post.
Attached Files
File Type: zip better_independents_v2-1_updated.zip (11.7 KB, 2539 views)

Last edited by Edi; September 16th, 2008 at 01:19 PM..
Reply With Quote
The Following 6 Users Say Thank You to Edi For This Useful Post:
  #2  
Old June 10th, 2008, 02:07 PM
Meglobob's Avatar

Meglobob Meglobob is offline
Major General
 
Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
Meglobob is on a distinguished road
Default Re: Mod: Better Independents v2.0

Thanks for this Edi, I will try to do some testing.
Reply With Quote
  #3  
Old June 10th, 2008, 03:34 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Mod: Better Independents v2.0

Thanks, I've used BI extensively and found that it really helps the AI. I'll give this one a shot.
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #4  
Old June 10th, 2008, 03:49 PM

hunt11 hunt11 is offline
Sergeant
 
Join Date: Apr 2008
Posts: 288
Thanks: 26
Thanked 8 Times in 8 Posts
hunt11 is on a distinguished road
Default Re: Mod: Better Independents v2.0

thanks for updating the mod, the only problem i see is that in a few provinces some of the units have their original cost
Reply With Quote
  #5  
Old June 10th, 2008, 03:58 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Mod: Better Independents v2.0

So... how good results do you get from this? Does it help AI in the early game, or does the benefit continue to middle game?
Reply With Quote
  #6  
Old June 10th, 2008, 04:08 PM
QXel's Avatar

QXel QXel is offline
Corporal
 
Join Date: Dec 2006
Location: France, south
Posts: 100
Thanks: 1
Thanked 0 Times in 0 Posts
QXel is on a distinguished road
Default Re: Mod: Better Independents v2.0

Thanks Edi.

A quick download, and I will try it at once!

I'm back home, I have diner, and it is evening gaming time ...

Let's try it.
__________________
QXel

The One Who Only Play Single Player Games For Fun, Who Is Not A Maniac of 'The Ultimate Tactic', The Negation of 'The Ugly But Very Efficient Micro-Management For Winning With Minimum Losses And Ascend All The Time'
Reply With Quote
  #7  
Old June 10th, 2008, 07:52 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Mod: Better Independents v2.0

Quote:
Endoperez said:
So... how good results do you get from this? Does it help AI in the early game, or does the benefit continue to middle game?
I'm not sure what you consider the "midgame" but I was doing pretty well in a recent game as Helheim against 4 or 5 AIs. I had researched up to Cloud of Death and was winning my wars against Lanka and one other nation when Ulm declared war on me too. "Poor little Ulm!" I cackled and got ready to lay some Cloud of Death down on their little MR-less troops. And then they started raining down Steel Maidens on me--I had forgotten how good they are for their cost. After a year or so of warfare I think I was stalemated--I could have turtled and gone for SCs and still eventually won, but I decided I had made a strategic mistake by not paying proper attention to geography and national borders and I conceded defeat and started a new game. I don't always lose to the AI(s) but it happens fairly frequently if I don't take a humongous lead in early expansion. I don't know if that's just because I'm a poor player, but I don't think it used to happen before I started using the NI/BI mods.

So yes, I think it improves the AIs in midgame. I think if Ulm had been raining militia and barbarians on me I would have annihilated them quite easily.

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #8  
Old September 16th, 2008, 01:20 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've made sure the attachment is updated to the latest spec. The version number is not changed, but the mod now shows up as the correct version in the list. The Golden Naga conflict with Worthy Heroes has also been checked to be fixed.
Reply With Quote
  #9  
Old October 28th, 2008, 11:07 AM

Loren Loren is offline
First Lieutenant
 
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
Loren is on a distinguished road
Default Re: Better Independents v2.1

Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.

I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.

I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
Reply With Quote
  #10  
Old October 28th, 2008, 11:56 AM
SlipperyJim's Avatar

SlipperyJim SlipperyJim is offline
Sergeant
 
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
SlipperyJim is on a distinguished road
Default Re: Better Independents v2.1

Quote:
Originally Posted by Loren View Post
Got a big financial problem here: It's not as bad as the militia but it ran my expenses up to 25k/turn (I have Gift of Nature's Bounty up, I could just barely afford it) before I figured it out.

I haven't pinned down the offending unit yet but I suspect it's a knight. I was using an army of seraphs to take some provinces the AI had lost to indie monsters. Seraph = S4 mage = Enslave. I ended up with some of the random event monsters in my army.

I am not sure that that's the only culprit as I'm still at 18k and trying to drown as many pests as I can. (I am at peace in that part of the world, I can't just suicide them against the neighbors.)
And that's why I use the Resource-Only version of the mod. Edi made three versions available with the mod. One version leaves gold cost alone, but it increases the resource cost of all "junk" indy units by 800. That way, the AI won't ever recruit the junk ... but I won't go into bankruptcy because of a lucky Charm spell or some other occurrence.

As far as I can tell, the Resource-Only version of the mod works great. I'm fighting against national troops, reinforced by the occasional indy missile troop. (The AI really seems to like tribal archers.) It's made the game a lot more interesting ... and a bit more challenging.
__________________
More Trollz mod for Dom3
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 05:58 PM.


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