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Viking Invasion 2 - Pre-release Thread; Current Vsn: Public Beta 1.0
Tweet Topic Started: Jun 1 2008, 04:05 PM (3,210 Views)
Anallein Sep 12 2008, 11:16 PM Post #136
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A note on the CS - the laterst by Aradan has been playing a bit crazy, ie stopped running after a move command which extends a certain time limit (havent found out how long yet), meaning it wont execute the remaining commands of the script, nor terminate it. Furthermore it seems that the moveing a character into a settlement with the script as we know it from EB only works in a show_me script (like a few other things - dont we just all love script in rtw :lol: )

console_command move_character
and
reposition_character
seem to work without halting the CS. So I guess the adding of new characters and placeing them into a town will only be possible if you add a show_me script (to which I think the answer is fairly clear :P )
However I think the remaining options in the CS should suffice to make life hard as the player.


While testing the script as Wessex, I noticed the Danes had huge problems getting a foothold onto england, as the towns kept rebelling constantly. Only once the AI owned 2 regions on england it moved the capital onto the ilse and solved the problem. Maybe the could get a "quiter" starting point on the ilse to ensure that they wont run off (which happend a couple of time)? They never attacked any of my "heartlands". I guess if they are only supposed to be raiding then the current situation seems a good representation, however it makes life for wessex fairly easy.
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Aradan Sep 12 2008, 11:49 PM Post #137
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Will fix the script.

The Danes, are supposed to attack London, that's why I was trying to move Ketil close to the settlement, so he can attack it before Danes lose kent. If they do lose it, the AI resets itself and they won't attack Wessex again until they have conquered at least 1 rebel region that borders them. Will also look to that.
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palantir Sep 14 2008, 01:07 PM Post #138
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Gave the West Saxons a good whirl with all the current files (inc. the CS). Although I was able to gather enough strength to take Bilmiga to take my economy up it was still a military struggle to survive. I was attacked by the Danes, followed shortly by Mercia (both of whom I managed (just) to withstand) but then a very persistent Welsh faction came against me. I finished the game around 895 with Wales having seized one of my main cities. All seemed very balanced. Alba lasted until the early 890s iirc.

Good work - Anallein and Aradan!

I will put patch 3 together this week so that others can give it a go. Please submit changes/suggestions by tomorrow. thx.
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Anallein Sep 14 2008, 02:36 PM Post #139
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Pal, did you play with the fix of the AI help trait? The players characters where recieving the AI help as well.
Now with it turned off the wessex campaign is really hard imo. I'm constantly loosing money now, even though I killed my ships and didnt recruit anything new save one unit of basic spearmen.

Small side issue that annoyed me a bit:
I was trying to chase the viking generals unit (Hirdmen I tihnk) with some simple bowmen to distract the enemy general - however the Hirdmen continuesly increased the distanced and even caught up to my own retreating geneal (as wessex). I found it a bit wierd that fully armoured vikings can run faster than my simple bowman.
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palantir Sep 14 2008, 02:50 PM Post #140
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No, I played without the adjusted AI bonus. In real life Wessex was almost wiped out when Alfred fled into a hideaway, the trick is to somehow allow Wessex the power to win when it is not local to reflect Wessex's inherent strength that finally made it the ruling Saxon house.

I will check the skeletons.


p.s. Aradan - your latest campaign script has Bilminga rather than Bilmiga and the inhabitants are very pleased with being called Mingas :)


EDIT:

Yup, those Saxon Archers were on the wrong skeleton. Thx.

Suggested changes...

Fast to Semi_Fast:
Merc/Welsh Longbowman

Normal to Semi_Fast:
Berserkers
Mercenary/Saxon Fyrdmen
Saxon Archers
Lithsmenn
Merc. Archer








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Aradan Sep 14 2008, 03:14 PM Post #141
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Fixed the script. Coupled with the EDCt fix (the AI bonus thing) maybe Wessex is a bit too hard now... Can you try again and let me know?

Oh, new skeletons... That means re-balancing... :)
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palantir Sep 14 2008, 03:26 PM Post #142
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I'll try and find time tomorrow to play a few turns as Wessex.

Yup, rebalancing :D
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Aradan Sep 14 2008, 04:27 PM Post #143
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Balance done. Wessex seem to be in a bit of a rough spot currently, maybe I'll make it a tad easier... Rechecking the Welsh.
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DaVinci Sep 15 2008, 02:37 AM Post #144
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Looks like good progress ...

I expect (or better said, hope) that the Wessex AI is able to get the upperhand at the end of the day ... i mean, if you would leave the AI alone, ie. a play passive as the Irish on their isle. Also, that Danish Vikings remain a (constant) threat at the coastal regions.
( This will be my next testing "base" or "expectation-goal" )
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palantir Sep 16 2008, 05:46 PM Post #145
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Patch 3 is now up (see opening post).

Campaign balance issues addressed, including great work by Aradan on the Campaign Script.

Other changes: Menu graphics, minor interface changes, 2d building card alpha layers redone to avoid overspill on constructed icons' panel, battlemap lighting adjusted, leader_pics altered due to past changes in DS that knocked 4 of them out of sync, some edb changes, trade bonuses for disfunctional ports, trade resource values redone, credits, event text font colour and a host of other smaller things...

This should be the final patch. Please report anything that needs changing here before the public build exe is made NEXT WEEK.

I have also added some more imagery/screenshots to the opening post.



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palantir Sep 16 2008, 11:18 PM Post #146
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I've noticed in a few battles where I had AI reinforcements and attacked the enemy and was destroyed that the ai reinforcments and the enemy just sit there looking at each other across the field and neither move...

Happened between Alba and Norwegians today.
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Aradan Sep 17 2008, 12:19 AM Post #147
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Formations issue, but I got no idea what exactly is at fault. There's no "reinforcements" formation to look at, could be a vanilla issue or could be a combination of 10 different factors, including hardcoded "strength-comparison calculations".

Suggestion for now: Play with timer on. Open to other ideas to solve the issue.
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uranos Sep 17 2008, 09:21 AM Post #148
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Is it only me? - with patch 3, i'm pretty sure i haven't any files that are related to this.

Posted Image

Code:
 

 variant
 {
  cultures any
  buildings
  {
   exact temple_church_christianity church_christianity_basilica
  }
 ; !!! KEVIN - floor may be needed
  BI_christian_basilica,  0, 0, 0, 0
 }

 variant
 {
  cultures
  {
   roman
  }
  buildings
  {
   temple_of_one_god temple_of_one_god_pantheon
  }
  floor underlay_pantheon.cas overlay_pantheon.cas
  pantheon,  0, 0, 0, 0
 }



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palantir Sep 17 2008, 09:34 AM Post #149
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Strange - thought that was a patch ago...but I cannot see it in the build :huh:

The excerpt you have above is the vanilla file. It is not the current one.

Let me do a thorough check and I'll upload a hotfix with that file, and the new DS and CS.

Will post soon.
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palantir Sep 17 2008, 09:58 AM Post #150
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OK,

Here it is:

http://www.thefourthage.org/downloads/vi2_patch3_hotfix1.rar

Sorry about that!
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