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  1. #1

    Default battle AI

    always the same - archers with happy charge (they don't move at army speed but at own speed - so they are always mych before all army and they are very easy target)

    strategy is usually the same - sit. watch. archers are marching. fast cavalry - attack archers. archers are dead. run away with cavalry. go flanks etc etc.

    in most cases AI archers are dead after 1 minute of battle. He try to help them but they are always behind the army. It's because they are faster then normal units.

    do you think that something could be done here? for example AI should "check" every X seconds where archers are and stop them for X seconds...

    but as I know it couldn't be done by modding

  2. #2

    Default Re: battle AI

    Yeah, the AI archers do like to live a bit too dangerous. I am usually able to charge with my cavalry and plaster them long before their infantry is close enough to back them. Better off for them to play it a bit safer and stick close to the main body.

  3. #3

    Default Re: battle AI

    another stupid thing is connected with generals - AI army usually don't react for our moves (in medieval I AI reacted immiediately)

    when he defends his positions his general is behind the army. So we can use our cavalry to move behind, prepare to attack and charge - on his back!!!

    our cavalry could attack from behind and AI general even won't do any small move. they would stick lances straight into his ass - and he will be sitting like a duck...

    it's stupid.

    after such attack his general unit got many casualties - sometimes it's crucial moment of battle (and its first move - our first attack)

  4. #4

    Default Re: battle AI

    Have you tried all the variations of AI? There's quite a few to choose from.
    Si Vis Pacem Para Bellum

  5. #5
    Demokritos's Avatar Domesticus
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    Default Re: battle AI

    Have you guys tried Pinko's realism mod or Oldguardian's conversion of Darth's and Naimad's mods which aim at improving the battle AI etc? If not, you might like things better with them installed over DIV 3.2.
    GNOTHI SEAUTON (Know Thyself) - precept inscribed in the forecourt of the Temple of Apollo at Delphi, Greece
    MEDEN AGAN (Nothing To Excess) - another precept inscribed in the aforementioned place

  6. #6

    Default Re: battle AI

    Quote Originally Posted by Demokritos View Post
    Have you guys tried Pinko's realism mod or Oldguardian's conversion of Darth's and Naimad's mods which aim at improving the battle AI etc? If not, you might like things better with them installed over DIV 3.2.

    I'm not sure what are you saying - I played DLV 3.2.3 with Pinko's mod.

    As I understand there are some mods implemented into DLV 3.2.3 - and I didn't heard about "tested" and "safe" possibility of installing any other with this version.

    Is there any mod improving battle AI that we can install with DLV ?

  7. #7

    Default Re: battle AI

    well I play with Darth AI adapted by oldguardian's and the Ai behaves in battle much more 'rational', it counters my moves i.e. accordingly and missile units in particular act much more rationally - yes, they still tend to run ahead towards my positions but react much better to my cavalry moves and try immediately to fall back behind the infantry. Well its not perfect but way better than anything I've experienced so far

    here's the link to thread discussing the Ai mod

    http://www.twcenter.net/forums/showthread.php?t=108937
    Last edited by kafka; August 08, 2007 at 06:20 AM.

  8. #8

    Default Re: battle AI

    you can't have both:
    - if you have AI always runaway archers, then they have no time to shoot
    - if you want AI stand still archers who can shoot a longer time, they are to slow to run away from your cavalry attacks

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  9. #9

    Default Re: battle AI

    Quote Originally Posted by kafka View Post
    well I play with Darth AI adapted by oldguardian's and the Ai behaves in battle much more 'rational', it counters my moves i.e. accordingly and missile units in particular act much more rationally - yes, they still tend to run ahead towards my positions but react much better to my cavalry moves and try immediately to fall back behind the infantry. Well its not perfect but way better than anything I've experienced so far

    here's the link to thread discussing the Ai mod

    http://www.twcenter.net/forums/showthread.php?t=108937
    And it's testet with dlv 3.2.3 and pinkos mod?

  10. #10

    Default Re: battle AI

    And it's testet with dlv 3.2.3 and pinkos mod?
    well I play dlv 3.2.3 without pinkos mod but with oldguardian's darths AI adaptation, I don't think you can mix both of them and dont know which files exactly both mods have changed. So I would reinstall dlv and than oldguardians mod on it.

    Note that some people don't like darths AI because they find cavalry overpowered. NAIMED version does tweak this down a bit and I really love this mod but there is anyway a chance you don't like it

  11. #11
    Demokritos's Avatar Domesticus
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    Default Re: battle AI

    Quote Originally Posted by marcius2000 View Post
    I'm not sure what are you saying - I played DLV 3.2.3 with Pinko's mod.

    As I understand there are some mods implemented into DLV 3.2.3 - and I didn't heard about "tested" and "safe" possibility of installing any other with this version.

    Is there any mod improving battle AI that we can install with DLV ?
    Just to make things clear, the answer to your question is yes. Apart from Pinko's mod you can install one of two other minimods over DIV 3.2 to "improve" the battles. You can find them in the thread called "DARTH 1.4B FIX4 FOR DLV 3.2 FIX3 OPTIONALLY NAIMAD ALTERNATIVES FULLY IMPLEMENTED" which Oldguardian started in this forum. Darth and Naimad have separate from one another tried to improve the battles according to their own tastes, and Oldguardian has converted their different products to work with DIV 3.2. Download one of the attached files in the lower part of Oldguardian's first post and install it over DIV 3.2. Then go VH on the battle difficulty setting.

    I prefer Naimad's alternative over Darth, but that's my personal opinion. One of things I like about Naimad compared to other mods I have tried is that the movement of the Knights when they strike at the enemy appears less jerky and more natural, as if their swords are a little heavier.
    GNOTHI SEAUTON (Know Thyself) - precept inscribed in the forecourt of the Temple of Apollo at Delphi, Greece
    MEDEN AGAN (Nothing To Excess) - another precept inscribed in the aforementioned place

  12. #12

    Default Re: battle AI

    is this possible to mix this AI improvement with Pinko's mod?

  13. #13

    Default Re: battle AI

    You can over wright the config_battle_ai.xml, if you want, but I wouldnt recommend it.

    The AI in my mod is very similar to darthmod ai, but has improved AI army cohesion (ala lusteds AI) and features inspired by GrandViz's AI.

    I dont know what you expect from tweaked AI, you cant make the ai "smarter" just by changing a few variables, take a look at the file and see for your self what you can affect. Doing so will also allow you to more reliably identify differences in various AI configs, until then your feedback is really too vague and subjective to be helpful for improving it.



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