Fort artillery has 100 better range than most artillery so that they can counterfire enemy artillery attack, Only mortars can outshoot them by 50 meters. Static artillery will still be able to fire across the critical points of a map. Artillery is completely ineffective/inaccurate unless you alter the unitsize to 240+ (Aradiel, Nantok) Artillery range is increased and balanced realistically. AI does not respond to piracy (Aradiel) AI will try to guard trade routes at all costs and energetically try to attack those of the human player. Testing needed.I tried to alter it again in DarthMod 0,2 check it.ġ3. Allies hardly ever send assistance (Aradiel) This should have changed. Total War is spreading with alliance packs.ġ2. AI Does not properly invade itself, Austria-Poland deadlock (Aradiel) Everything is altered. In DarthMod 0,2, the AI will use all the means of war to destroy the human player, but without cheating.ġ1. AI will still guard capitals but will sally out in an opportunity, defend or if it calculates it cannot win it will stay to use the bonus of militia. AI is hording armys in cities, does not respond properly to invasions (Aradiel) This is changed a lot as mentioned above. Protectorates declare war by themselves (Aradiel)ġ0. Some minor states especially Kurland always attack the player (Aradiel)ĩ. AI refuses to take reasonable offers while beeing in no position to challenge the player (Aradiel, kuruption) It should have changed indirectly because of bigger priorities in military strength weight and so a powerful nation can threaten others more easily.Ĩ. In DarthMod 0,2, the Ai will use its navy much more aggressively but I cannot do anymore. The AI does not use naval landings (Aradiel) I have not tested it yet too much but my target was to improve this. everything is more lively in the normal difficulty and I would like someone to test to harder ones.Ħ. It will support allied assaults, try to retake a lost province at all costs, fortify to towns and forts, guard the borders, wage wars, raid, blockade. AI uses too many new priority addons of mine. Nations are kind of passive in normal difficulty and do not attack often (except with navy) (DARTH VADER) This has greatly changed. Indian units (And generally all the irregulars) act too coherently (DARTH VADER) They are not so coherent now, to their advantage.ĥ. In DarthMod 0,3 the ships have normalised speedsĤ. Of course the bigger ships are powerful as they should but they have their weakensses. There is a penaly for large ranges and a bonus in close ranges so that smaller ships can become real hunters, which can hit the right moment and sink bigger vessels. In DarthMod 0,2 The Naval Battles are excellent. Now critical hits play large role and smaller ships can take bigger part in the battle, by exploiting their advantages of speed and manoeuvrability. Naval Units endure too much (Some lose completely their wood and do not sink!) (DARTH VADER) Hull strength of ships balanced better. In DarthMod 0,2 I altered the bonus so that cavalry wil not charge at them blindly as before and stop.ģ. Square formation bugged (Troops do not fire properly) (DARTH VADER) Seems it has been positively affected by the better cohesion of the units. I have changed the missile covering parameters and the AI responded. They try to use hit and run tactics using the woods. In DarthMod 0,2 they are even more historically correct. Still cannot win easily because the general musket range is increased and they lose too many men by the new Darth efficiency of the musket.
Indians (Native Americans) misbalanced (melee weak+missile strong) (DARTH VADER) Bows and throwing axes + Damage balanced realistically, Melee Increased a little, Speed is better than any other foot unit. В папку C:\Documents and Settings\Твое имя\Application Data\The Creative Assembly\Empire\scripts файл preferences.empire_script.txt из архива