Archive for the ‘ROP mod’ Category

East and West

Posted: November 14, 2012 in AACW Mod, ROP mod, Rus Mod

Since SVF 2.0 progress has been delayed by the difficulties arisen with the release of the official legacy patch ( and I’m waiting a few more days before being sure the legacy patch will not be patched once more), I’ve got more time for FY and ROP. I’m expecting too the official announce about next AGEOD game , that could be AACW2. If so, modding AACW 1 would become rather pointless,. If not, keeping AACW on the old official engine could be superseded by a portage on a newer version of the engine. I will use my free time in the most proficient way. I’ve a growing interest both for the Finland scenario in RUS ( the AI files in the official release are mine, but with one more year of experience, I think it could be better done) and for Drang nach Osten.

Sunday program

Posted: September 20, 2012 in AACW Mod, ROP mod, Rus Mod

If all goes well I should release Sunday a new manual for Fatal Years ( eh, it’s alive, up to date with the last version…). 1.08 new partisan feature, based on unit spawning I’ve implemented in SVF 2.0 should come next month.

SVF 2.0 will get maybe a first manual draft, and certainly a revised version of Foreign entry mechanisms, as I’m yet thinking about.

Next month will be certainly devoted in part to …. ROP. I will use it  for my explanations about AI events….

Back to play tonight SVF 2.0. Remember, any report helps me tremendously by sparing me time to test and check…

Oh, BTW, they should redo the Boudicca portrait in AJE. Boudicca wasn’t this sort of mix between medusa and junky girl…Do you Hannibal portrait is here too, the same for Vercingetorix…
Edit: for those having discovered Roman AI will not react to the slave Army presence in Roma region, open the SPR73_AI file in the AJE/Events folder ( with notepad) and paste this:

 

SelectFaction = $ROM

SelectRegion = $Roma

StartEvent = evt_nam_SLV_menacing_Roma_AI_ON|1|0|NULL|NULL|$Roma|NULL

Conditions

 

CheckAILevel = 1

MinDate = -073/06/01

SelectFaction = $SLV

SelectSubUnits = Region $Roma;FactionTags SLV

EvalSubUnitCount = >=; 10

 

Actions

SelectFaction = $ROM

AI.SetLocalInterest = $Roma;800

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_OFF;MaxOccurs;1

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_OFF;CuOccurs;0

EndEvent

 

SelectFaction = $ROM

SelectRegion = $Roma

StartEvent = evt_nam_SLV_menacing_Roma_AI_OFF|0|0|NULL|NULL|$Roma|NULL

 

Conditions

 

CheckAILevel = 1

MinDate = -073/06/01

SelectFaction = $SLV

SelectSubUnits = Region $Roma;FactionTags SLV

EvalSubUnitCount = <=; 1

 

Actions

SelectFaction = $ROM

AI.SetLocalInterest = $Roma;200

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_ON;MaxOccurs;1

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_ON;CuOccurs;0

 

EndEvent

It should trigger a strong Roman reaction.
I f you want more unpredictability, add rather this:

 

SelectFaction = $ROM

SelectRegion = $Roma

StartEvent = evt_nam_SLV_menacing_Roma_AI_ON|1|0|NULL|NULL|$Roma|NULL

Conditions

 

CheckAILevel = 1

MinDate = -073/06/01

SelectFaction = $SLV

SelectSubUnits = Region $Roma;FactionTags SLV

EvalSubUnitCount = >=; 10

Probability = 33

Actions

SelectFaction = $ROM

AI.SetLocalInterest = $Roma;800

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_OFF;MaxOccurs;1

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_OFF;CuOccurs;0

EndEvent

 

SelectFaction = $ROM

SelectRegion = $Roma

StartEvent = evt_nam_SLV_menacing_Roma_AI_OFF|0|0|NULL|NULL|$Roma|NULL

 

Conditions

 

CheckAILevel = 1

MinDate = -073/06/01

SelectFaction = $SLV

SelectSubUnits = Region $Roma;FactionTags SLV

EvalSubUnitCount = <=; 1

Probability = 50

Actions

SelectFaction = $ROM

AI.SetLocalInterest = $Roma;200

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_ON;MaxOccurs;1

SetEvtOccurs = evt_nam_SLV_menacing_Roma_AI_ON;CuOccurs;0

 

EndEvent

EDIT: fixed glitches from WordPress formatting… Grr…

Posted: December 11, 2011 in ROP mod

http://www.ageod-forum.com/showpost.php?p=223872&postcount

 

Yes it got unnoticed ;-), but since 2008, as I’ve fixed that for AACW which was suffering the same trouble. In a nutshell, cohesion values are too high in AGEOD games.

 

To fix this, you need to change in each model chesion, health and cohesion losses when a hit is scored. It’s an important work, to be completed by the tweaking of the chance for retreat in the Gamelogic setting option. In any case, this latter change only will not work well.

 

For RUS, I did nothing about…And I don’t think I will. First because I’ve lowered many cohesion values, then the results are suiting rather well the loss rate in RCW, even if realism is distorted. Battles were less bloody but attrition very much higher. Now, having each turn 90 %of units affected by attrition wouldn’t be a very fun gameplay feature and the AI, using more moves than a human player, would suffer a penalty here.