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Thread: AGENTS in SSHIP 0.98

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  1. #1

    Default Re: SSHIP - General Discussion

    Assassins
    I'm finding the use of Assassins by the AI completely over the top and immersion breaking. Basically, it produces way too many at any one time (only, it seems, by the Muslim factions). As a for instance, they ended my Castille & Leon Campain. In one turn, the Moors' assassins killed five of my six generals. All of them were in settlements and all, by coincidence, had spys with them. As I had the you need a General to attack - this effectively killed the campaign. Currently, I'm playing the Fatamids and Seljuk are sending waves of six or so assassins to destroy my cities - and they're my allies ! They are all high level and very difficult to stop.
    Please consider lowering the amount that are generated at any one time. In the meantime, where can I amend the files to switch off assassins ? Thanks

  2. #2
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by adeperry View Post
    Assassins
    I'm finding the use of Assassins by the AI completely over the top and immersion breaking. Basically, it produces way too many at any one time (only, it seems, by the Muslim factions). As a for instance, they ended my Castille & Leon Campain. In one turn, the Moors' assassins killed five of my six generals. All of them were in settlements and all, by coincidence, had spys with them. As I had the you need a General to attack - this effectively killed the campaign. Currently, I'm playing the Fatamids and Seljuk are sending waves of six or so assassins to destroy my cities - and they're my allies ! They are all high level and very difficult to stop.
    Please consider lowering the amount that are generated at any one time. In the meantime, where can I amend the files to switch off assassins ? Thanks
    Assassins are very active with the Muslim factions played by the AI. Perhaps that's an overstatement...
    In my campaigns, however, if I place a spy with a general, the general is protected. I've never yet experienced the assassination of a general when accompanied by a spy.
    (I'm playing with the August SSHIP098 version in VH/VH)
    I'm also testing the "only generals can attack" option with France and it does indeed make the game more complicated. When the number of generals became low, you could hope that a captain would be knighted after a battle. This is not possible with this option. The other drawback is that the AI has no qualms about sending large numbers of armies without generals to attack my cities...

  3. #3
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by kostic View Post
    Assassins are very active with the Muslim factions played by the AI. Perhaps that's an overstatement...
    In my campaigns, however, if I place a spy with a general, the general is protected. I've never yet experienced the assassination of a general when accompanied by a spy.
    (I'm playing with the August SSHIP098 version in VH/VH)
    I'm also testing the "only generals can attack" option with France and it does indeed make the game more complicated. When the number of generals became low, you could hope that a captain would be knighted after a battle. This is not possible with this option. The other drawback is that the AI has no qualms about sending large numbers of armies without generals to attack my cities...
    Medieval 2 is a game, and our mod is a game. Or rather - it's partially a game (there're other parts of our fun - storytelling of lives of generals, immersion into creating a kingdom, building up cities, managment of the budget etc.)
    A single-person game is about fighting the parameters. In this case it's about limited-number-of-generals parameter. And also limited-number-of-spies - you don't have enough spies to accompany each general.
    All-in-all - I find it ok.

  4. #4
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    Medieval 2 is a game, and our mod is a game. Or rather - it's partially a game (there're other parts of our fun - storytelling of lives of generals, immersion into creating a kingdom, building up cities, managment of the budget etc.)
    A single-person game is about fighting the parameters. In this case it's about limited-number-of-generals parameter. And also limited-number-of-spies - you don't have enough spies to accompany each general.
    All-in-all - I find it ok.
    Of course Jurand, I'm not questioning the introduction of this option in SSHIP; I'm just expressing my personal feeling and why I prefer not to activate it.

  5. #5

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by adeperry View Post
    Assassins
    I'm finding the use of Assassins by the AI completely over the top and immersion breaking. Basically, it produces way too many at any one time (only, it seems, by the Muslim factions). As a for instance, they ended my Castille & Leon Campain. In one turn, the Moors' assassins killed five of my six generals. All of them were in settlements and all, by coincidence, had spys with them. As I had the you need a General to attack - this effectively killed the campaign. Currently, I'm playing the Fatamids and Seljuk are sending waves of six or so assassins to destroy my cities - and they're my allies ! They are all high level and very difficult to stop.
    Please consider lowering the amount that are generated at any one time. In the meantime, where can I amend the files to switch off assassins ? Thanks

    A little late, but you can adjust assassin percentages in the descr_campaign_db file in the data folder. The following entries are relevant:

    <assassinate_base_chance float="15"/>
    <assassinate_attack_modifier float="0.8"/>
    <assassinate_defence_modifier float="0.8"/>
    <assassinate_public_modifier float="0.25"/>
    <assassinate_personal_modifier float="0.25"/>
    <assassinate_counter_spy_modifier float="1.0"/>
    <assassinate_agent_modifier float="2.7"/>
    <assassinate_own_region_modifier float="0.8"/>
    <assassinate_assassinate_attr_modifier float="0.1"/>
    <assassinate_chance_min int="5"/>
    <assassinate_chance_max int="90"/>

    I think I changed these myself at some point in the past cause I thought it was annoying how assassins could kill your high command generals. What you can do for instance is lower the base chance and increase the agent_modifier_float so they will be worse against generals but still be useful for killing merchants/priests etc.

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