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  1. #1

    Default Extra troops in castles/ cities

    somebody said something about garrisoning in lusted AI - that we are able to find cities with small armies because of some settings.

    what do you think about solution that was implemented in DLV - that after siege defenders gain extra troops? Because of that we can give units more movement points...
    Last edited by marcius2000; September 04, 2007 at 10:45 PM.

  2. #2

    Default Re: extra troops in castles/ cities

    Quote Originally Posted by marcius2000 View Post
    somebody said something about garrisoning in lusted AI - that we are able to find cities with small armies because of some settings.

    what do you think about solution that was implemented in DLV - that after siege defenders gain extra troops? Because of that we can give units more movement points...
    The garrison script? That was more fashionable in Rome, were the AI regularly left 2-3 units in its cities.
    Now in SS with lusted AI things seems to be improved. I am now playing as Kiev and invading Poland, the first 3 cities I took had 5-6 units, but the one I'm facing now has almost a full stack... the first time I tried storming it was a complete disaster!


  3. #3
    delra's Avatar Praepositus
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    Default Re: extra troops in castles/ cities

    Just what I wrote in my Lusted's test.

    Defensive tweaks make up for dumb garrisoning AI...

  4. #4

    Default Re: extra troops in castles/ cities

    It coul'd be possible that i'm wrong, but in my experience Lusted Ai doesn't defend cities and castle well.

    I found really small garrison and sometimes cities go rebels causing a real damage to the Ai player.

    In one of the latest campaign i made, HRE lost Vienna in this way.

    I tried Snipafist Campaign AI and i found it better for garrisoning.

    Probably Lusted is better for diplomatic mechanics but i must say that Snipafist is better for garrison cities.

    Another thing i like in Snipafist is that rebel are aggressive on land, actually besieging your cities, and on sea, pirates!, and not act like stupid standing figurine.

    I like Lusted Campaign Ai but i cannot play knowing that the next city i'm going to invade is defended by one or two units.

    I'm playing with SS 4.1, RC 1.3b, Phoenix skins, and Snipafist Ai and i'm really enjoying the game. If i could i will discard lots of negative traits (disease, alchoolic, etc) and diminish general's attack strenght but for the rest i like it a lot.

    This is only my opinion though .

  5. #5

    Default Re: extra troops in castles/ cities

    In DLV they incorporated some script that after sieging city defenders (only players, it doesn't affect neutral cities) gain extra troops (something like royal rebels loyal to previous king in MTW 1) inside the city.

    I suppose that AI, after sieging could gain some "royal rebels" on the province - it could be connected with happiness or something like that.

    Royal rebels - I mean these units should belong to castle owner of course

  6. #6
    delra's Avatar Praepositus
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    Default Re: extra troops in castles/ cities

    This script is stupid and game breaking. It denies all the strategic map efforts and also denies all the work done on AI. The ugliest thing ever created for TW games.

  7. #7

    Default Re: extra troops in castles/ cities

    Quote Originally Posted by delra View Post
    This script is stupid and game breaking. It denies all the strategic map efforts and also denies all the work done on AI. The ugliest thing ever created for TW games.
    though it sounds harsh, he is right
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  8. #8

    Default Re: extra troops in castles/ cities

    Quote Originally Posted by delra View Post
    This script is stupid and game breaking. It denies all the strategic map efforts and also denies all the work done on AI. The ugliest thing ever created for TW games.

    I think that you could be right. That why I asked. The worse things are "far implications" of some solutions.

    I stopped to play DLV. Why? Because something started to be wrong.

    What is more - pinkos mode gave effect od invicible knights and immortal generals. Because of this script - instead of having more difficult sieges - we got easier. Why?

    Because at the beginning our knights gain a lot of experience. Leaders almost never die (except situations that only 2-4 knights survived in certain unit).

    Defenders gain extra troops - mostly unvaluble in fight with heavy cavalry and sail out.

    Our royal princes are unstoppable and 4 of them can destroy all army

    So sieges last only one turn - siege - attack from castle - capturing.

    **********************************************************

    But it was thing worth of discussion anyway. But I feelt that something is "wrong"

    too many changes could have bad effects. What is worse - if these changes alone wouln't have this effect and gain it only whn combined.

    So it's fine that SS isn't updated very often. Stable versions, tried by many players won't suprise us in wrong way

  9. #9
    Lusted's Avatar Look to the stars
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    Default Re: extra troops in castles/ cities

    I've actually compared mine and Snipafists ai, and in my previous to last version(as the latest was completely messed up) there really isn't anything that different in the defense settings. I think the main difference is that my ai attacks more, so less troops for garrisoning. I might try removing the last of the minimal defense settings as the high unrest in SS probably makes that unviable, even though it is useful for when 2 trusted allies border each other.
    Creator of:
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  10. #10

    Default Re: extra troops in castles/ cities

    Quote Originally Posted by Lusted View Post
    I've actually compared mine and Snipafists ai, and in my previous to last version(as the latest was completely messed up) there really isn't anything that different in the defense settings. I think the main difference is that my ai attacks more, so less troops for garrisoning. I might try removing the last of the minimal defense settings as the high unrest in SS probably makes that unviable, even though it is useful for when 2 trusted allies border each other.
    Thanks for fast reply!

    if you'll manage to improve Ai cities garrison i'll immediatly switch to use your really good Campaign AI.

    Sometimes i really got impressed by the Ai you succesful create, once i saw milan attack 3 venice cities in one turn capturing them with 3 different stacks! nice tactic!

    It could be possible, also, to make rebels (land and ship) Aggressive?

    Thx for the really good work done, i'm really enjoying the game with your improvement .
    Last edited by Drakkar; September 05, 2007 at 09:40 AM.

  11. #11
    Lusted's Avatar Look to the stars
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    Default Re: Extra troops in castles/ cities

    I'm going to try and improve my ai, but it should already defend well, just i think it is the fact my ai also attacks in large numbers means the ai uses less for defence.
    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.

  12. #12

    Default Re: Extra troops in castles/ cities

    Quote Originally Posted by Lusted View Post
    I'm going to try and improve my ai, but it should already defend well, just i think it is the fact my ai also attacks in large numbers means the ai uses less for defence.
    one suggestion - I spotted that if we attack one unit of enemy forces - the rest just can ignore it. Our forces can fight - and nobody help them

    But it happen in different situations - for example one time they waited unitl rest of my forces attack.

    btw. Good mod as I think.

  13. #13

    Default Re: Extra troops in castles/ cities

    to lusted:

    maybe something like this:

    fast expansion if neutral cities are near.

    slower and balanced if this there is no neutral cities only other players???

  14. #14
    Lusted's Avatar Look to the stars
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    Default Re: Extra troops in castles/ cities

    to lusted:

    maybe something like this:

    fast expansion if neutral cities are near.

    slower and balanced if this there is no neutral cities only other players???
    I had the ai rapidly attacking rebel settlements in one of the versions of my ai, but the problem with attacknig fast is that it will not have enough troops to win, so even early on the ai is set up to bring slightly more troops than the rebel settlement so they do actually take it.
    Creator of:
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    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.

  15. #15

    Default Re: Extra troops in castles/ cities

    so maybe some mix with snipfast? if snipfast is good in some aspects and your mod is better in other - just to compile them - when so many people tried it and said about effects?

    I can't mod So I have to wait for ready product

  16. #16
    Lusted's Avatar Look to the stars
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    Default Re: Extra troops in castles/ cities

    Well i've already looked at the defense settings in snipafists, and they are almost identical to mine so i'm not quite sure why my ai gives different results to his.
    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.

  17. #17

    Default Re: Extra troops in castles/ cities

    Quote Originally Posted by Lusted View Post
    Well i've already looked at the defense settings in snipafists, and they are almost identical to mine so i'm not quite sure why my ai gives different results to his.
    so maybe everything is OK?

  18. #18

    Default Re: Extra troops in castles/ cities

    if these changes didn't helped - maybe set more to defense instead of attack

    because I heard that your mod is better in many aspects - maybe you could release two versions:

    this one

    more balanced with defence????

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