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This page was last updated on 15 March 2023, 8:28PM
- Changelogs
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Version 1.8.0
- AI is a bit more aggressive when it comes to attacking.
- Fixed an issue where armies would retarget to defending a village.
- AI will now try to target attacking settlements together more often.
- AI will now focus attacking settlements on the kingdom's border rather than deep in the territory.
- AI can now join standing armies just like the player. They now do not have to be called to join an army if they deem it necessary.
- Added feature: Castles and Towns now add a movement penalty for hostile parties/armies. Towns have a larger sphere influence than castles. Moving through hostile territory is now much more dangerous. This will add a more reasons to actually have castles! (MCM Setting)
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Version 1.7.1
- Fixed an issue where AI lords would desert armies due to other orders.
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Version 1.7.0
- Added Feature: Player Peace Change. The other faction must agree to peace with you just like everyone else. You can no longer just peace out when you please. Be Prepared (MCM Setting);
- Reworked all army and lord logic. Frankly, I was doing it wrong. Crashes should be much less frequent if not gone. Factions are now much more active in a war now. AI no longer goofs off and will now try to win. Changes the way AI behaves in war. Armies are not called for raiding and patrolling, only attacking and defending. Lord refill ranks from garrisons, defend their settlements, lords and armies prioritize attacking and defending resulting in much less idling for factions at war. The AI factions are no slouch in wars now.
- Mercenaries no longer apply for Fillstacks (MCM Setting). Default = Disabled
- Increased the scoring for staying at peace based on the target peace date. Should result in the faction staying at peace much closer to the target date set in the settings.
- Resolved an issue where clan lords would steal troops from your garrisons.
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Version 1.6.0
- Make sure garrison does not refill undersiege
- Almost completely re-wrote logic for wars and peace. Factions should declare war (no more years without wars) but also have times of extended peace.
- Factions now greatly consider the length of the war, how many wars they are currently in, and the distance from a faction when seeking peace and declaring war.
- Fillstacks integrated now has lords respawning with 3 toops by default to reduce being captured by bandits when spawning
- Added Feature: Implemented a target peace time that factions will consider a good amount of time to be at total peace. Can be changed in the MCM settings.
- Alot of code refactor to be cleaner and more efficient.
- Rework of MCM Menu
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Version 1.5.1
- If preventing clan member parties from join ai armies is enabled, clan parties wont go support the nearest siege and join it either
- Another attempt at fixing LordsDefendSiege crash
- Fixed a bug where ai would take over player army to assist another siege
- Better null checking for band together logic
- Better null checking for lord logic
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Version 1.5.0
- Added feature: Vanilla logic for attacking is kind of lackluster while defense is great. Armies will now look to help each other in sieges. If they are idle, they will go to help another siege. This enables kingdoms to bring the entire might of the kingdom down on a fief to take it. No holding back.
- Another attempt to fix the elusive LordDefendBesiegersPatch bug
- Tweak to army calling calculation changes when removing clans from being called feature is enabled.
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Version 1.4.1
- Hopefully fixed the crash everyone is reporting with the Lord's supporting sieges when idle
- Slight tweak to clans calling armies
- If Prevent Clan members from being called to armies is checked and the lord support seiges is checked, they wont go to nearest siege to support.
- If enabled, idle lords will now meet the armies at the closest siege and join the army sieging, boosting their numbers just like the player can
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Version 1.4.0
- Added Feature: Option to remove the ability from AI armies to call your clan member parties (MCM Option).
- Added Feature: When kingdom lords are idle, aka 'Patrolling' they will instead move to support the closest siege and guard the army at the beseiged settlement (MCM Option).
- Fixed tooltip for town bonus
- Fixed PartyCallPatch to check for null (Should solve the crashes people are having)
- Tweaks to army calling parties
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Version 1.3.1
- Removed piece of logging I forgot to turn off for fillstack integration
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Version 1.3.0
- Added MCM v5 Support. You may now enable/disable/modify settings as you please.
- Added feature for lords who have a weak party to seek out troops from their closest garrison
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Version 1.2.3
- Fixed an issue were clans could call armies into negative influence
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Version 1.2.2
- Rewrote code for militia to be more efficient and produce more reasonable numbers. Towns doing very well produce alot of militia. Towns doing poor produce a little more than a castle. Castle present a reasonable threat.
- Implemented what I call "Band together" logic. Faction who are on the verge of elimination will NEVER come back, they wont produce armies and by default can never strike back. Now very weak factions will " band together" and do what it takes to survive. Calculation is party wage/recruit cost/influence to call armies are reduced by percentage past 10 fiefs. For example, if they have 3 fiefs left they will pay 30% of all before mentioned. This wont stop them from being destroyed by any means. But it will give them a chance. This includes the player kingdom so they are not cheating (and your gonna need it)
- Taleworld's intentionally handicaps armies/factions in wars, preventing them from defending/attacking when needed, even when the requirements are met. I have unleashed them and now they can bring the entire might of the kingdom down on their target.
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Version 1.2.1
- Hopefully Fix Crash with Kingdom Strategies command mod
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Version 1.2.0
- Kingdom Leaders now pay half cost influence for calling armies, this allows them to stand out among the crowd and lead as they should. Also help with the issue of kingdoms with low/no fiefs not being able to call armies to attack or defend
- Lowered the miltia count across the board
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Version 1.1.1
- Fixed Garrison auto recruitment not sometimes not triggering correctly
- Added message in log to show troops being added your fiefs garrisons
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Version 1.1
- War/Peace revisions. AI can now declare war/peace with rebel factions.
- Militia changes. Now militia are more prevalent. Representing the population different between villages/towns/castle. As well as more means of defense. Towns are now 10-1, Castles are 5-1, villages are 2-1. X-X for example; 10-1 means theres now 10 militia for every 1 that would have spawned
- Garrison changes. For some reason taleworld only auto recruits 1 troop at time...Looking at the code it looks live a mistake/oversight. Garrison (as long as auto recruitment is on). Will recruit from local regions; I.E. Bound villages/the town itself. Filling the garrison until you either turn it off or it hits your "Wage Limit"/"Food Limit". The AI relies very heavily on auto recruitment so this should get their settlement ready for battle.
- Garrison are now 1/2 cost like in warband. Now theres a real benefit to storing troops in settlements!
- All of the forementioned applies for the ai and the player
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Version 1.0
- Initial Upload
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- Author's activity
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March 2023
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15 Mar 2023, 8:30PM | Action by: jtlane16
Attribute change
'File \'Source Code\' description changed.'
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15 Mar 2023, 8:28PM | Action by: jtlane16
File added
'Source Code [version 1.0]'
January 2023
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02 Jan 2023, 1:56AM | Action by: jtlane16
Mod image added
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02 Jan 2023, 1:54AM | Action by: jtlane16
Mod image added
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02 Jan 2023, 1:47AM | Action by: jtlane16
Changelog added
'Change log added for version 1.8.0'
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02 Jan 2023, 1:46AM | Action by: jtlane16
File added
'War And Ai Tweaks [version 1.8.0]'
December 2022
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14 Dec 2022, 6:46PM | Action by: jtlane16
Attribute change
'Description changed.'
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14 Dec 2022, 6:43PM | Action by: jtlane16
Attribute change
'Description changed.'
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14 Dec 2022, 4:04PM | Action by: jtlane16
Changelog added
'Change log added for version 1.7.1'
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14 Dec 2022, 4:03PM | Action by: jtlane16
File added
'War And Ai Tweaks [version 1.7.1]'
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14 Dec 2022, 4:06AM | Action by: jtlane16
Mod image added
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14 Dec 2022, 4:04AM | Action by: jtlane16
Mod image added
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14 Dec 2022, 3:55AM | Action by: jtlane16
Changelog added
'Change log added for version 1.7.0'
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14 Dec 2022, 3:51AM | Action by: jtlane16
Changelog added
'Change log added for version 1.7.0'
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14 Dec 2022, 3:51AM | Action by: jtlane16
File added
'War And Ai Tweaks [version 1.7.0]'
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01 Dec 2022, 4:45AM | Action by: jtlane16
File added
'War And Ai Tweaks [version 1.6.0]'
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01 Dec 2022, 4:33AM | Action by: jtlane16
File added
'War And Ai Tweaks [version 1.6.0]'
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01 Dec 2022, 4:19AM | Action by: jtlane16
File added
'War And Ai Tweaks [version 1.6.0]'
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01 Dec 2022, 4:18AM | Action by: jtlane16
Changelog added
'Change log added for version 1.6.0'
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01 Dec 2022, 4:17AM | Action by: jtlane16
Attribute change
'Mod version changed to 1.6.0.'
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