I would be very grateful.
I liked how bots with your mod play in lategame, but I would like to add a little more ways to protect against rush in early eras, make the decks more mid-range. And also add “unpopular solutions”, like hand mortars or unit transformation.
your mod is very nice dude but why the AI doesn’t make an big army ?
It does not produce enough millatary units
It makes big armies, your claim is false. It will do this better than the default AI since it has logic for maintaining allied units as well. If you are using other mods with it, that could possibly introduce a conflict that would result in strange behaviors. Otherwise, perhaps you are playing on lower difficulties. The AI maxes out its military population when it is able to do so.
forget about what I said, sorry. Your Mod is great, IA does produce big armies, I was wrong
Thanks for the feedback, @Constantine4781. I appreciate it. Also, thank you for playing the mod.
I created a deck following the tutorial, but when I entered the game, it seemed that the AI was still using a randomly generated deck.
I’ve done a few games so far with malta as my ally, and it seem that this mod makes the civ’s ai a bit… dumb? like, they build no eco, no army, no walls or anything, just sitting there with 5 dudes patrolling the map
Blockquote
I’ve done a few games so far with malta as my ally, and it seem that this mod makes the civ’s ai a bit… dumb? like, they build no eco, no army, no walls or anything, just sitting there with 5 dudes patrolling the map
@Kerozen666, my AI mod is likely not the culprit, I recently tested with them a few days ago since I am preparing a new update. If you have other mods installed, a conflict is possibly being caused by those.
I will look into your issue, but I need more details. Which map were you playing on when you saw that happen?
@Kira60368, I would need to see the file to diagnose why it did not work. You may have missed a closing tag in the file or have another formatting issue. If you send it to me over Discord, I will take a look at it when I have time. I have the same username and icon on there; should be easy to find on the Age of Empires Discord channel.
i was on england, and the only other mod that could conflict is one by coffee that altered flintlock rocket to make sentinel actually worth 2 pop, and otherwise, it’s the poland mod, which is without ai for that exact purpose
might just be the game iself that really just doesn’t understand malta
i have disabled the mod this morning to compare tho, and as i play on moderate, i did notice that the ai with the mod kinda pose less of a fight overall and take it’s sweet time to build up (i’ve been doing 40 minute slog fest in 1h30 game all evening)
On higher difficulties, my AI should age up faster. On moderate and below, sometimes it will be a bit slower to age up since my AI favors upgrade cards over resource shipments. I may allow it to choose one or two resource shipments in the future so it ages up quicker. Despite that, my AI does have other behavioral optimizations for managing resources and aging up faster.
It is able to still age up quickly on hard mode, but it depends on decisions being made and the map layout. I have observed the British reaching fortress age within ~7:30-11:00 on my mod, and as I mentioned before, that is without the resource shipment cards. Hard mode does not cheat or receive gathering bonuses in any way either.
The next update is going to be huge. It may come out this month or in June, depending on how busy I am with work.
thank you , i locking forward . <3
The bots are more enjoyable to fight with this mod, excellent work, I do not know much about modding so I can’t really tell why but when used with age of the world the mod’s additional civs don’t build houses?
Because it’s a fundamentally different AI script. They don’t have this script and you’re telling them to follow this script… so they do nothing.
I’m surprised it even played at all without kicking back an error
@MXRPhase-90, thank you for the compliment. I am happy to hear you are enjoying the mod.
As for your question, civilizations added by unofficial mods will require scripting that is specific to their needs. My mod supports all of the officially released civilizations.
Dude, the mod is broken somehow. Can you update it? Why isn’t this mod officially integrated into the game? What is Microsoft waiting for?
Microsoft has dropped the game while ago
So it is not going to happen
Have you tried the mod recently? Is it broken on you too?
Question does it work with custom maps or what triggger did you use?