Im making a couple of threads about the ai for people like DrJambo and myself to have discussions about what can be done to improve the ai. This one will be about the campaign ai. I'll post more later.
Im making a couple of threads about the ai for people like DrJambo and myself to have discussions about what can be done to improve the ai. This one will be about the campaign ai. I'll post more later.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
Is this some kind of "modders only" thread?
It's for people to float realistic ideas about the ai about, so people who've modded it will be able to provide the best info.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
I'd like to add one very handy tip learned from Snipafist http://www.twcenter.net/forums/showthread.php?t=104002, how to make AI garrison its settlements more.
Open descr_campaign_ai_db (with notepad), now search for these lines:
"DEFAULT: defend minimal" and change all of them to "DEFAULT: defend normal", this way AI will be more careful about garrisoning frontline/border settlements, even if you're allies. It makes blitzing risky for player, slows down gameplay and you won't need garrison scripts.
Btw, I too kinda don't like UAI mod after trying it (but thats just me), its too peaceful for me (almost no backstabs, everyones with high pope-o-meter and so on). These are the ages of darkness, I want backstabs, I want TOTAL WAR
Last edited by Grand Duke Vytautas; June 19, 2007 at 08:10 AM.
“Great empires are not maintained by timidity.” ― Tacitus
Hi
Just one question related to the AI in campaign:
Do they convert castles to cities and vice versa? Or do they just stick to what they get?
They stay with whats there at the start, they do not change them.
Hey Lusted I need your input on a bug I ran into - can you check the bug thread when you got a sec? Thanks for the great mod - truly a labor of love (probably a little heavy on the labor)
BurritoX
Bumping this thread because i intend to do a few tweaks to the campaign ai for 3.2/4.0(not sure what my future plans for LTC are yet).
Now one of the things that would be a relatively small change but a big difference is the way faction standings decrease and increase through events. Any thoughts people have on this would be very much welcomed. Then a few changes to the campaign_ai file related to how the ai defends and attacks should help round things off nicely.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
Lusted, you may wanna check out Snipafist's descr_campaign_ai link. He's done lots of improvements over vanilla AI such as better garrisons, fixed bug with ceasefire during crusades, powerful AI invasions (not tiny stacks mobing around) and more. Just test-play with that file for a bit and you'll see.
I'm having tough time now as English on h/h
“Great empires are not maintained by timidity.” ― Tacitus
I would prefer to make my own changes, so it is tailored to what i want and i feel gives the best gameplay experience.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
Lusted, i recommend snipafist's work also, not to copy but at least to draw from, you should check it out. His AI is pretty aggressive.
My aim for the ai is going to some slight tweaking, i am going to base it off of the vanilla files, not modded files, and what i need are peoples suggestions relating to the way faction standings change. Personnaly i think with a few tweakd to make relations change better, the vanilla will show it's good points as atm i get the feeling it is the almost always bad reputation and relations that is preventing it from working the best.
Then some changes to the campaign ai in relation to how it attacks and defends will take care of the rest.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
I note in 100 years war ,playing England ,that Ai don't recruit any cavalry unit and France are famous by is cav. And if is possible, what about start the 100 yw campaign 30 years soon? England have few cities in France and without land briges AI don't do to much to invade.
are you sure about this? In my current VH/VH campaign with England for example, I have very good relations with Portugal and its allies and for two times Portugal blocked my port and betrayed me, declaring war. For two times I moved my diplomat in and they accepted a ceasefire and new allianceSo my standings were good but the AI just bumpped into my port (its more to do with a bug/stupid AI than standings imho)
PS- does the new file posted above avoid this sort of scenario?
No i'm not starting the HYW campaign earlier. If i did it wouldn't be in the HYW period. I'm not sure why the ai isn't recruiting much cav as it is set up to recruit balanced armies.
Last edited by Lusted; July 27, 2007 at 08:55 AM.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
Well you'l have to test it and see, i do not really have the time anymore to test it myself.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
Okay, some more files for you to test. Im very interested in any feedback people have on them.
Last edited by Lusted; November 04, 2007 at 09:31 AM.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
I m too far in campaign now .I have to start new one. Changes you made force AI to defend settelments more. You lower the chances for backstab if you are higher than untrustworthy and more powerfull (alliances included).Looks promising.
I m starting new (100. unfinished campaign)
Last edited by Sonny WiFiHr; July 27, 2007 at 10:01 AM.
I feel the game is more challenging now, in a good way. The one idea that's at the top of my mind is the way the AI attacks, in my two campaigns with 3.0 the AI - even though it has the means - seems bent on sending armies that are just small enough to lose, instead of a full stack. So it ends up losing tons of troops piecemeal. (Not always, but it does happen a lot)
Is that with the files i posted in this thread?
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.