Results 1 to 14 of 14

Thread: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

  1. #1
    Mazdek's Avatar Libertus
    Join Date
    Oct 2014
    Location
    Virginia, USA
    Posts
    77

    Default Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    I always wondered why the AI would siege a capital city for so long. At first I thought it was just trying to wear down the defenders, but it would also happen when a full army would siege an undefended city. Garrisons aren't that tough, so what are they doing? Then I decided to help on a port city, and saw that the AI's build queue was -completely- full. It was wanting to build more siege equipment than it had troops to use. If I am sieging without onagers, I usually just make one set of ladders, maybe a battering ram for fun. Only make siege towers if I'm bored.

    Is there any standalone mod (as in, not part of a huge overhaul) that fixes this problem? You would think that at absolute maximum it would only build enough stuff that it has infantry to carry, but a more reasonable solution would be to analyze the strength of the defense and only build what it needs.

  2. #2
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    increasing workforce would help but idk how to do that, also reinforcing armies should give bonus workforce (atm 0)

    and sadly nop there is no such mod for this yet, but Better AI mod makes recruiting Onagers very easy, so AI recruits them and attacks you in 1st turn mostly (or maybe always idk)
    Last edited by SharpEyed; May 26, 2015 at 04:11 PM.

  3. #3
    Jezza93's Avatar Centenarius
    Join Date
    Jul 2010
    Location
    Great Britain
    Posts
    886

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    This has long pissed me off, worse is when they build all their siege towers etc and in that time the wall has come down in half a dozen places. All thats left to do is barricade the city center.

  4. #4
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    I wonder, if we change the max number of Siege equipments, would it help?!
    (there is such value in campaign_variables)

    Couldn't find workforce value btw, maybe it's hardcoded I'm not sure..
    Last edited by SharpEyed; May 30, 2015 at 05:30 AM.

  5. #5
    Mazdek's Avatar Libertus
    Join Date
    Oct 2014
    Location
    Virginia, USA
    Posts
    77

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    I think that workforce is based on the number of men in your army. But yeah, if there's a way to limit the number of things to build, that would probably take care of it. I'd choose like 3, maybe 4. Or somehow calculate the maximum possible to use by the number of melee infantry units in your army. 1 set of ladders is 4 units, battering ram is 1, and I forget how many siege towers you get.

  6. #6
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    Quote Originally Posted by Mazdek View Post
    I think that workforce is based on the number of men in your army. But yeah, if there's a way to limit the number of things to build, that would probably take care of it. I'd choose like 3, maybe 4. Or somehow calculate the maximum possible to use by the number of melee infantry units in your army. 1 set of ladders is 4 units, battering ram is 1, and I forget how many siege towers you get.
    idk, even full stack doesnt give much, reinforcements 0 also

    well I can make this mini mod but s/o should try it, my lappy is not good with tests neither am I

    also I've seen somewhere that how many siege equipments you get when you build one of them (like 4 ladders, 2 siege towers etc), the problem is I don't remember where I've seen them

    I'll look.
    Last edited by SharpEyed; May 31, 2015 at 02:49 AM.

  7. #7
    Mazdek's Avatar Libertus
    Join Date
    Oct 2014
    Location
    Virginia, USA
    Posts
    77

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    Silly me, finding out is as easy as sieging a town. Four ladders, two siege towers, and two battering rams. I thought it was only one but I was wrong.

  8. #8
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    Quote Originally Posted by Mazdek View Post
    Silly me, finding out is as easy as sieging a town. Four ladders, two siege towers, and two battering rams. I thought it was only one but I was wrong.
    It's fine mate

    Anyway I've found where can I change those numbers thx to Sir Junaidi, now I'll be making the mod and sharing here soon I hope

  9. #9
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    Right, here we go;

    Lowered max siege equipment limit to 4 (from 10)
    And increased the Siege equipment pack numbers by x1.5 (or x2) both for AI and player

    I hope it works. (You should de-activate other mods)


    If it works, I will open a new thread for it, also will include in my Overhaul, adding name of person/ppl that tested it to Credits as well.
    Last edited by SharpEyed; May 31, 2015 at 06:47 AM.

  10. #10
    Mazdek's Avatar Libertus
    Join Date
    Oct 2014
    Location
    Virginia, USA
    Posts
    77

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    Sweet, I'll give it a shot!

  11. #11
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    oh well according to Sir Junaidi's experiments it didn't solve AI's this problem, I guess we are facing with another bug that has to be fixed by CA devs only.

    but mod is definitely working and max 10 of them is too much anyway..
    so I included it in my overhaul and also made a separate download thread
    Last edited by SharpEyed; May 31, 2015 at 04:50 PM.

  12. #12
    Mazdek's Avatar Libertus
    Join Date
    Oct 2014
    Location
    Virginia, USA
    Posts
    77

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    I haven't been able to test the AI thing yet because you gotta catch them attacking a port city so you can go in with a navy to check out the build queue. But I was able to see that limiting to 4 and increasing the count of each engine works, at least from the player side.

  13. #13
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,384

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    Quote Originally Posted by Mazdek View Post
    I haven't been able to test the AI thing yet because you gotta catch them attacking a port city so you can go in with a navy to check out the build queue. But I was able to see that limiting to 4 and increasing the count of each engine works, at least from the player side.
    It is confirmed that limiting to 4 (or any other value) works for both AI and Player

    About the real problem, well it's not happening always it seems but rather randomly.
    So yea I believe it's another frustrating bug.

    - - - -

    Thanks for causing me to do a mod like this btw
    Thou we were aware of this issue for a long time but your thread caused me "hit on a good idea"

  14. #14
    Mazdek's Avatar Libertus
    Join Date
    Oct 2014
    Location
    Virginia, USA
    Posts
    77

    Default Re: Why is the AI trying to spend its whole "workforce" budget when sieging? Anyone have a fix for this?

    tl;dr: needs an update for recent patches and DLCs and stuff. I have everything except Charlemagne, no idea which one is causing it.

    I just started a new campaign after spending some time away for Fallout 4 and Homworld: DoK, and while waiting for XCOM 2. I recently got the Empires of Sand culture pack and am playing the Aksum. While working my way north conquering all the ERE places, I saw a herd of Sassanid stacks sieging Alexandria and I panicked, 'cause you need an unbroken line to to the northern coast of Africa if you're gonna trade with everyone else. As I was scouting for alternate ways to make that line, I realized that they weren't going to follow through any time soon so I waded out into the ocean to attack the city via the port to nab it from under their noses while making them do most of the actual fighting. Once again, they had a rediculous construction queue: 4 pairs of towers, 2 pair of rams and 2 sets of ladders already finished (those took 12 rounds to make) and six more rounds of stuff under construction. Then I remembered I had already complained about this and came looking for this mod again (built a new machine last year)... sadly though enabling this mod crashes the game at the title screen.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •