OWB AI: Heureka an Eureka Fix

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Author: sgt frax

Last revision: 10 Jan at 18:39 UTC

File size: 654.15 KB

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Description:

This submod slightly improves the decision making of the Eureka AI. More information below:

Current content

– Reduces the likelihood of Eureka going instantly to war with the NCR after it wins in Navarro
– Stops the Portmaster spam (more unit variety, yay)
– The AI is no longer constantly at 0 caps, just most of the time
– Fixes the Eureka volunteer system
– Adds a game rule to influence the AI volunteer behaviour
– Makes sure the AI double down on Navarro (if it doesn’t want to align with the NCR)

Compatibility

– This submod isn’t save-game compatible! Why? Because I’m an elitist buffoon who moved some numbers into variables
– I haven’t tested it, but it should be mostly compatible with other submods. The highest potential for conflicts I see in the changes to the game_rules. To be safe, load mine relatively early to overwrite my files if necessary
– It’s not compatible with ERX, as ERX overwrites the "/history/countries/EUR – Eureka.txt". Remember the variables I mentioned earlier? They are stored there. The game (probably) won’t crash because of that, but the EUR AI will be able to scavenge equipment for free. Of course you could load my mod after ERX, but that will make disappear some characters and I don’t know if they are important

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