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Thread: Lusteds Experimental Campaign AI Take II

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  1. #1

    Default Re: Lusteds Experimental Campaign AI Take II

    Lusted: About the "Armys get stuck when landing next to a settlement adjacent to the sea"-issue: Will the computer controlled army be stuck for all eternity, or just for the turn it lands?
    EDIT: Nevermind, just realized, that they are not stuck for all eternity.

    Would it be possible to completely remove the "feature" that armies lose all movement points when walking to a square adjacent to an other army or a settlement? This is something that bothers me anyway. Especially my naval units with their short line of sight tend to stop near other (not hostile) faction's ships. The only way to spend the rest of the movement points in this case would be to attack and defeat the fleet of the other faction.
    Last edited by mailor; October 25, 2007 at 01:03 AM.

    My Home is my Castle.

  2. #2

    Default Re: Lusteds Experimental Campaign AI Take II

    hi Lusted

    your AI work very fine

    i'm at turn 117 with french, german attacked me with 9 full army and their army were really well equilibrated

    just always the same thing with antwerp (hre) but now english, irish and scotts are there and do nothing more than put/remove the siege, i know you couldn't nothing about it but just report it to you

    EDIT: hi devereau sry didn't know
    Last edited by domenic; October 25, 2007 at 02:58 PM.

  3. #3

    Default Re: Lusteds Experimental Campaign AI Take II

    Quote Originally Posted by domenic View Post
    hi Lusted

    your AI work very fine

    i'm at turn 117 with french, german attacked me with 9 full army and their army were really well equilibrated

    just always the same thing with antwerp (hre) but now english, irish and scotts are there and do nothing more than put/remove the siege, i know you couldn't nothing about it but just report it to you
    Also reported in Lusted AI take I.
    La bataille de Hastings! - 14 octobre 1066 -this battle will start a series of clashes between two mighty peoples, where France will extend a glorious future, leaving permanently etched their mark on British culture.




  4. #4

    Default Re: Lusteds Experimental Campaign AI Take II

    Lusted. I know this has nothing to do with your mod but I'm sure you know..

    What makes the AI like to build artillery so much? Is it because artillery has a high attack so it thinks artillery should come before everything else?

    I've installed your AI and i'm about to see how it goes...

  5. #5
    Lusted's Avatar Look to the stars
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    Default Re: Lusteds Experimental Campaign AI Take II

    It's a combination of the very high attack value of artillery, and the city castle system as the AI has double the amount of light infantry and artillery available as it does cavalry and heavy infantry.
    Creator of:
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  6. #6

    Default Re: Lusteds Experimental Campaign AI Take II

    playing France, Early Era chosen, H/VH, currently stopped at turn no. 94: I must admit the diplomacy is working surprisingly good: ex. once I'd supported an English candidate for the Pope and he's been chosen so my relations has gone better both with the Papacy and the English nation - logical and demanded conclusion that I never met before also once taken decisions on alliances are long lasting and need at least war (between two of your ally) or unsuccessful assassin's attack at foreign family member to make the alliance broken. point for this!

    also the spreading rhythm and directions choice is quite impressive, Lusted's intentions posted at the beginning to make AI first willingly take the rebels villages and lands, then looking for some new trophy seem to turn into fact - luckily

    thanks for you work on that, Lusted!

    my few words for this subject
    A measure of salvation.

  7. #7
    Lusted's Avatar Look to the stars
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    Default Re: Lusteds Experimental Campaign AI Take II

    Glad you are enjoying my latest AI.
    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.

  8. #8
    Greve Af Göteborg's Avatar Protector Domesticus
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    Default Re: Lusteds Experimental Campaign AI Take II

    I'll try this one out , Lusted it's great that you take on MTW2's greatest issue ... AI Thanks!

  9. #9
    Tiro
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    Default Re: Lusteds Experimental Campaign AI Take II

    Yeah - I really enjoy playing with your new AI, Lusted. There's no majour differences between it and the vanilla one, but it's the small differences that count - for example alliances tend to last for more than a couple of years, AI will form alliances with you (even if your a neighbouring country). However - I have not encountered any difference in how the AIs armies tend to be formed - often it's just as "whhyy" stated; loads of artillery...

  10. #10

    Default Re: Lusteds Experimental Campaign AI Take II

    Diplomacy very good, AI aggresive and attacking with better sized stacks. Surely the incidence of siege artillery can be lowered using recruit_priority_offset? I merged all the recruit_priority_offset values from Britannia, Teutonic and Crusades into the SS EDU and dropped artillery values by a further 20 and its keeping them right down, usually a max of 1, and army compositions decent. Makes 'Smith' etc a bit more viable as a faction type too.
    Last edited by Point Blank; October 27, 2007 at 10:32 AM.

  11. #11

    Default Re: Lusteds Experimental Campaign AI Take II

    Quote Originally Posted by Point Blank View Post
    Diplomacy very good, AI aggresive and attacking with better sized stacks. Surely the incidence of siege artillery can be lowered using recruit_priority_offset? I merged all the recruit_priority_offset values from Britannia, Teutonic and Crusades into the SS EDU and dropped artillery values by a further 20 and its keeping them right down, usually a max of 1, and army compositions decent. Makes 'Smith' etc a bit more viable as a faction type too.
    Could you put a quick little how-to for this or is it something more easily looked up?

  12. #12

    Default Re: Lusteds Experimental Campaign AI Take II

    Thanks for this Lusted, I cant wait to try out your latest campaign AI, sounds promising from the replies in this thread so far.

  13. #13

    Default Re: Lusteds Experimental Campaign AI Take II

    Lusted - I am sorry to say that I can not confirm the findings of others here. I have almost stagnant diplomacy with nobody starting a war. This must be the most peaceful time of the Middle Ages. The Pope is wise; he does not ally with anybody. I was not attacking but waiting to be attacked; but no, everybody just want peace.
    Perhaps, I made a mistake downloading and installing your mode!
    I can not remember whether you gave precise instructions - my files may all be messed-up following all these various AI mods installations.

    Fridericus

  14. #14

    Default Re: Lusteds Experimental Campaign AI Take II

    Quote Originally Posted by Fridericus Rex View Post
    Lusted - I am sorry to say that I can not confirm the findings of others here. I have almost stagnant diplomacy with nobody starting a war. This must be the most peaceful time of the Middle Ages. The Pope is wise; he does not ally with anybody. I was not attacking but waiting to be attacked; but no, everybody just want peace.
    Perhaps, I made a mistake downloading and installing your mode!
    I can not remember whether you gave precise instructions - my files may all be messed-up following all these various AI mods installations.

    Fridericus

    hi Fridericus Rex

    i get a time like that with french for about 30 turn but after that i asked for a crusade and send my best army too recapture jerusalem and deutch, norway and spain attacked me when they "see" i wasn't too strong since my best army went away

    or maybe you can try scotland , i'm trying them since 40 turn and i'm at war with hre, england and norway

  15. #15
    Lusted's Avatar Look to the stars
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    Default Re: Lusteds Experimental Campaign AI Take II

    Surely the incidence of siege artillery can be lowered using recruit_priority_offset?
    Yup, it's what i do in my mod. Don't have SS so can't really do the same for the SS edu.
    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.

  16. #16
    Lusted's Avatar Look to the stars
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    Default Re: Lusteds Experimental Campaign AI Take II

    All you need to do is take the files from the .zip and palce them in the Stainless steel data folder(i believe the correct path is ss/data, do not have Stainless Stell installed so cannot check myself). Then simply load up a new campaign, and preferrable on a harder difficulty setting.
    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: Lusteds Experimental Campaign AI Take II

    Hi Lusted,

    Just wanted to note a few things from testing your campaign AI (I have made only "passive" tests, where I don't attack any faction and to watch only the AI behaviour):

    pro:
    - AI takes rebel settlements very quick
    - AI stacks seem to bigger when attacking any settlements

    con:
    - I think there is a problem with the "defend_fortified" command in your AI:
    Sometimes the AI builds 2 or 3 forts in one region to defend it!
    Forts area actually nice, however, I'm afarid this could lead to endless sieges...

    I have made some screenshots for the case you want to have a look at it...

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  18. #18
    Lusted's Avatar Look to the stars
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    Default Re: Lusteds Experimental Campaign AI Take II

    Nah i know what you mean, unfortunately the forts are the trade off for having better garrisoned settlements, nothing i can really do about it.

    I also need to add in code to my AI to lessen the likelihood of catholics attacking non-excommunicated catholics, and tweak alliances as the AI makes too many and won't make any with the player.
    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.

  19. #19

    Default Re: Lusteds Experimental Campaign AI Take II

    Hi All!

    Great Work Lusted!

    But there is one thing that might be better. I have noticed that the AI doesen't use spies and the assasins. They appear to the map but probably do nothing.



  20. #20

    Default Re: Lusteds Experimental Campaign AI Take II

    Hi everybody/lusted,

    is it possible to forbid the AI to build forts? That would solve the problem with the AI building many forts. Or forbid it generaly? Never build one of this deathtraps, I think the most people will not miss them.

    A further thought: would it not be interesting to make it impossible to build forts, replace the wood fort with the stone forts from Kingdoms and place them on certain positions on the map?
    I talk about maybe 2 or 3 *continous* forts for the whole holy land area on strategic positions.
    That would help your AI, the player would have forts that are really helpfull, it would (not sure) be balanced because modders can decide where and where not and at least the AI could although use them.

    I´ve read that its possible to place stone forts on the campaign map, somebody did it i think in the crusader campaign

    What do you guys think?
    :hmmm:

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