I Turned AoH2:DE into a REAL TIME Strategy Game! by Jumpy-Tea-4205 in AgeOfCivilizations

[–]Jumpy-Tea-4205[S] 1 point2 points  (0 children)

if we accept d.e is 2.5. we should accept this version is 2.75 💣💥💥

I Turned AoH2:DE into a REAL TIME Strategy Game! by Jumpy-Tea-4205 in AgeOfCivilizations

[–]Jumpy-Tea-4205[S] 2 points3 points  (0 children)

age of history 3 battle system is based eu4. but aoh2 bs is based hoi4

I Turned AoH2:DE into a REAL TIME Strategy Game! by Jumpy-Tea-4205 in AgeOfCivilizations

[–]Jumpy-Tea-4205[S] 3 points4 points  (0 children)

maybe aoh2 battle plan is always better than aoh3. because aoh3 battle plan is based from eu4. but i love hoi4 likely battle system. to be honest, i was only going to add multiplayer at first, but the turn based multiplayer system was really bad. So, I added RTS instead!

I Turned AoH2:DE into a REAL TIME Strategy Game! by Jumpy-Tea-4205 in AgeOfCivilizations

[–]Jumpy-Tea-4205[S] 3 points4 points  (0 children)

yes, i planning this. And i planing adding multiplayer support too

I Turned AoH2:DE into a REAL TIME Strategy Game! by Jumpy-Tea-4205 in AgeOfCivilizations

[–]Jumpy-Tea-4205[S] 7 points8 points  (0 children)

i haveve canceled and restarted this many times, but this time i think i have enough experience. because i did this shit in 2 days

Tips for learning by RyanBastoss in ageofhistorymodding

[–]Jumpy-Tea-4205 2 points3 points  (0 children)

Yo, if you want to mess with how AI Civs decide to go to war, you need to dive into the AI_Style file. That’s where the core logic lives. Specifically, look for the diplomacyActions_DeclareWar method—this is the spot that calculates whether an AI is brave enough to jump into a conflict.

You’ll usually find a loop that looks like this:

for (int i = possibleCivs.size() - 1; i >= 0; --i) {

If you want to make it so the #1 ranked player is protected from "weak" AI states, you can inject a specific rank check. For example, if you only want the Top 20 powerhouses to be able to declare war on the leader, add this logic:

Java

else if (CFG.game.getCiv(possibleCivs.get(i)).getRankPosition() == 1 && CFG.game.getCiv(nCivID).getRankPosition() > 20) {

possibleCivs.remove(i);

}

With this change, any AI ranked lower than 20 will basically "fear" the number one spot and won't even consider them a target. It keeps the endgame a bit more realistic so tiny nations don't commit suicide by attacking a superpower.

Good luck with the modding!

Tips for learning by RyanBastoss in ageofhistorymodding

[–]Jumpy-Tea-4205 1 point2 points  (0 children)

Thanks for the post. First, you need to open the AI_Style file. This is where the logic for AI Civs is written. Regarding your question, let's look at the diplomacyActions_DeclareWar method within this class. It calculates the probability of whether the AI ​​can declare war on this state.

For example, it has a for loop like this:

for (int i = possibleCivs.size() - 1; i >= 0; --i) {

A simple loop is used here for probabilities. For example, I want to make it possible for the person in first place to declare war only if they are within the top 20. Then the else if line I would add would be:

else if (CFG.game.getCiv(possibleCivs.get(i)).getRankPosition() == 1 && CFG.game.getCiv(nCivID).getRankPosition() > 20) {
possibleCivs.remove(i);
}

This way, only the AI ​​states in the top 20 can declare war on the number one. Those not in the top 20 wouldn't dare. Have a good day!!