New AI is available, it improves reinforcements script stability.
New AI is available, it improves reinforcements script stability.
Hi, I wonder if you know how to stop ai units getting stuck when sieging. It happens too much in all AIs. It seems things are fine or better when settlements have wooden walls, but castles are aweful.
I was discussing this in the text and scripting thread. Why does vanilla succeeed where modded ais fail. Any ideas?
ps congratulations on your Longest Mod Thread Title award.
I'm pretty sure I tested vanilla and units were getting stuck anyway, but since you did some tests, I guess there's space for improvement.
Units get less stuck in wooden castles (not mentioning getting stuck on walls/ladders) because they more often have rounded corners - the game uses Bezier curve and arc for pathfinding, so whenever there's a straight 90 degree turn there's a problem... also it depends on unit size, models, unit spacing in formation, ofc pathfinding file has some impact, as well as ladders/corridors throughput in battle_config. If you have a particular castle type and army setup (prone to get stuck) on your mind, please list it - I'll fiddle with some setings then, I have some ideas in my "top secret ideas for development" stash - I already tried resetting AI's units via script, didn't help.
Thx for your praise ;P, the thread title will settle again after the transition period is over.
Edit: Ok, I read the thread you mentioned. With ladder throughput one needs to find balance between realistic climbing ladders and using them like a motorway (which partially eliminates units getting stuck issue). None of AI developers offers anything special here, because we all know how climbing etc works, so there are just small differences.
As for altered formations, AI doesn't use ai_settlement_assault_gate anyway, these 2 I modified eliminate deployment bugs for citadels, they put artillery in better positions and range while protecting it, protect the general and cavalry by keeping them at the back, put heavy troops in front, so that gate can be stormed. I checked default formations compared to mine while developing them, any stalls that occured were present (particularly the "let's drop a ram and not pick it up when we're attacked"), while new formations eliminate many bugs.
I hope you see some upsides of using my AI in future. I was never a fan of overstatements (or making statements contrary to verifiable AI settings) and I'm totally aware which parts of AI code differ enough in various AIs to justify any claims... but not seeing how well AI maneuvers/outflanks in open battles (starting from 1.36) should be punishable (not mentioning other verifiable settings that make using it worthwhile).
RR/RC uses too high gate strength, which actually spoils AI's battle plan, as ladders or towers are never the way to go. I recommend using something like this (default TATW settings, can be a bit higher though):Spoiler Alert, click show to read:
P.S. Reinforcements still arent 100% stable in custom battles with multiple repeats, but now it's much easier to improve the code.
Tips on script stability in custom battles: if you don't intend to play the whole battle, move one of your units close to AI's position (so that stakes are deployed when AI has stakes-capable units and is defending).
Just a question.
G5 is the new version of your mod included in the new RR\RC?
Thanks in advance and keep up the good work
Nope, possibly next version of RC/RR will include reworked stakes script... and thx .
So,can i use your mod with the new RR\RC?
Yes, you can. You just need to be careful with your ongoing campaign - don't click "Show me how" button when advisor appears on pre-battle screen. If you start a new campaign, activate the script as described in this thread (click "Show me how" once per session).
Something like Rome's Total war mod-Europa Barabarorum.
They have done exactly the same thing with the Show me How button
Thanks for the info
AI compatible with RR/RC Oct 8 (not featured) is ready, includes better cavalry behaviour vs stakes, pikes etc.
Quick question. I installed your mod and started a new campaign but fought a few battles before turning it "on". Am I still ok to turn active it now?
Last edited by soulson; October 08, 2009 at 10:32 PM.
Yes, it's all ok. You just need to remember to turn it on each time advisor pops out after loading a game (needs to be done only once per "no loading" session). I didn't make it automatic to liberate from use of campign script and improve stability.
So can users running campaigns from oct4 edition RRRC expect ctds? Under what circumstances, and is there anything they can do to avoid them in current campaigns?
Is this the only thing that causes a problem in current campaigns or the only thing that causes problems if you upgrade a current campaign:
Hotfix for both scripts is up, please redownload AI or files attached below to fix an issue with post-battle screen crashes (incidental issue, I overdid it when trying to make sure it stays stable).
When someone is in the middle of a campaign, the old stakes script is still active, as it was a part of each campaign script. If you click the advisor "Show me how" button, you'll double the code, which may cause lack of stability and is unnecessary. Just dismiss the advisor instead.
You'll still enjoy benefits of stakes/reinforcements in custom battles.
Installation of attached hotfixes: Unpack contents to SS/Data
Ok I'm clearer about what I'm asking now
Will applying this latest code fix problems for those currently in a campaign with the old code?
If the old code is still active then the answer is no, right?
Haha, it depends whay you mean by "old code", if you started a campaign after downloading reworked version (any October release) of my scripts, then all hotfixes, updates etc will directly influence your ongoing campaign.
If you started a game prior to that, hotfixes will only affect script stability in custom battles.
I have a "hardcore user fix" for ongoing campaigns too, edit G5Script.txt and leave only this code (it'll increase stability, but old stakes are very stable anyway, ofc this includes clicking "show me how" after each reload):Spoiler Alert, click show to read:
Is your latest release still save game compatable?
Yes, it'll always be now that I changed the way scripts work.
I've been playing with you're latest BattleAI (stakes + reinforcements) as well as the "Battle AI Switcher script v2" and I've found the AI a bit too passive. I had 2 ballista, 2 archers (better range than AI) and slightly better units.
- started shooting with ballistas at generals and AI did nothing.
- Ballistas run out of ammo.
- bring archers to front to fire.
- archers run out of ammo.
- strangely, the AI took no defensive measure (kept units in tight formation) nor counter-attacked with cavalry (it had 4 general bodyguards)
- advance with main army
- AI falls back
- advance with main army again
- AI falls back again
- advance again until face to face with AI (see attached)
- AI does nothing
- finally I attack!!
I've also found this script on this thread "AI Stakes Deployment Script v0.2". Is this the same as in first post?
I'm also going to give it a try on your "ReallyBadAI Routing Scriptv0.1".
How do I install them?
That's very odd, AI should attack when you have huge advantage in missile troops (it's set to 1.5x). I'll see if there's any setting justifying such behaviour, another problem is the fact that AI's defending scheme is very limited - it's not half as flexible as attacking. When settings were a bit different I was getting complaints about AI attacking too often.
The mentioned stakes script is an "ancient" version.
I made a version of the routing script to fit stakes+reinforcements or stakes only. Copy-paste contents of the attached file to G5Script.txt and G5Script2.txt found in SS/data/scripts/show_me/ (paste it just before "wait_monitors" line at the bottom). It's a relatively basic script, I could add % chance to rout when gates/walls are breached - provided that anyone actually wants to try it.
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