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  1. #1

    Default Re: KGCM Final Open Beta (01/02/09)

    From the looks of it there, the AI is sending its units towards teh gates, or are caught up on teh walls. I've personally overseen this fix, so I'm perplexed as to why it's happening. *stupid question* Are you using the latest version? The one that comes with the XAI for KGCM (just pull the BAI files out from the rest)?

  2. #2

    Default Re: KGCM Final Open Beta (01/02/09)

    From the looks of it there, the AI is sending its units towards teh gates, or are caught up on teh walls. I've personally overseen this fix, so I'm perplexed as to why it's happening. *stupid question* Are you using the latest version? The one that comes with the XAI for KGCM (just pull the BAI files out from the rest)?
    That certainly was not the case, as two of my ladders reached the walls I watched the spearmen at the gates run to the walls. As you can see not a single enemy dead body by the gates. I was able to break the gate down as my men on the walls pinned the whole defending army down. Once through the gates and in their rear the outcome was a very easy win with few casualties. There was but one unit coming up from the square but that was far too late. I am not sure yet whether this problem is limited to castles. I shall have to do more tests.

    Here are the XBAI files attached below.
    Last edited by Dave Scarface; February 05, 2009 at 05:35 PM.

  3. #3

    Default Re: KGCM Final Open Beta (01/02/09)

    my archers doesn't have flame arrows.

  4. #4
    Koljan's Avatar Senator
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    Default Re: KGCM Final Open Beta (01/02/09)

    Quote Originally Posted by mrcosta View Post
    my archers doesn't have flame arrows.
    thats a feature.

  5. #5

    Default Re: KGCM Final Open Beta (01/02/09)

    Two words about this mod- "THE BEST"

  6. #6

    Default Re: KGCM Final Open Beta (01/02/09)

    I played the game as the English till 1244. My king dies and his heir took over. However at that point, my family tree went missing. It only shows the family tree of Scotland which is my vassal. I see if i can post a screenie tonight.

  7. #7

    Default Re: KGCM Final Open Beta (01/02/09)

    Dave, idk if i should post this here, but could you think of making cavalry more expensive and giving them a huge charge bonus while giving them stats that will make them worse while standing still?

    Imagine a wrecking ball, its not cheap, once it rams the building, it does huge damage, however as it swings back it loses its power and will stop, doing no damage at all anymore.

    Thats my vision on cavalry, I just think the shock element is'n't quite implemented enough, they should have a demolishing charge, while being expensive and fragile in standstill melee.

  8. #8

    Default Re: KGCM Final Open Beta (01/02/09)

    Dave, idk if i should post this here, but could you think of making cavalry more expensive and giving them a huge charge bonus while giving them stats that will make them worse while standing still?
    I will think about giving heavy cavalry a small charge bonus but that is all. I don't want to make huge changes to these units.

    Could I ask for more detailed feedback while this beta is still open also please.

    Dave
    Last edited by Dave Scarface; February 06, 2009 at 02:40 PM.

  9. #9
    Patokay's Avatar Miles
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    Default Re: KGCM Final Open Beta (01/02/09)

    Let me drop some feedback on my HRE campaign on VH:

    Turn 24 and many wars around the HRE but no one dared attack us.

    Our first move was capturing Utrecht. France failed to take Antwerp which we now hold aswell. Economicaly we are doing very well. Allowing us to build drill squares and knight stables in every castle and further recruiting heavily armed forces.
    Milan declared war on Sicily and we thought of it as our best chance to attack Milan. Launching one army from Bern and one from Insbruck we layed siege to their capital. Although heavily outnumbered they tried a breakout ... to our benefit of course.

    My general critique: I think that the AI does only involve one army into the calculation wether or not to sally out even if there are more beseiging it. Also the garrison script encourages it to think they are strong enough to do so. Even with XBAI a 1:1 calculation mostly leads to victory of the HP. A sally was a bad AI decision in this case, because it leads to early death of their general and annihilation and at last a reduction of siege battles throughout the campaign. For my taste a good CAI should never attack unless the odds are against HP. Otherwise withdraw and try to defend the castle or high ground.

    Anyway we easily entered the city that way and sacked it for 30k. With this money we will wear down Milan after short. So of course in a VH campaign it is all a matter of timing. Best wait until a nation attacks a neighbour and take advantage. It would be formidable to teach the AI such an behaviour. e.g. a HP player attacking a neighbour should increase the likeliness of other AI factions to attack the HP. I even attacked and killed the Pope and his army as it crossed our path on the road to Milan. This is a great affront to the world and should lead to war declaration from any nation in papal favour... but it never happens.

    Our relations with France and Denmark aren't so well and they formed an alliance recently and are quite a threat since my main forces are bound south. I am curious if they dare go against me.

    I am having quite a good time with this mod once again, but not enough of it to test more deeply. As you can see on the diplomacy screenshots there is a lot more overall "action" going on than in previous versions.

    Here are some pictures from my campaign. First one shows the picture missing for the galley.
    Last edited by Patokay; February 07, 2009 at 06:26 AM.

  10. #10

    Default Re: KGCM Final Open Beta (01/02/09)

    My general critique: I think that the AI does only involve one army into the calculation wether or not to sally out even if there are more beseiging it. Also the garrison script encourages it to think they are strong enough to do so. Even with XBAI a 1:1 calculation mostly leads to victory of the HP. A sally was a bad AI decision in this case, because it leads to early death of their general and annihilation and at last a reduction of siege battles throughout the campaign. For my taste a good CAI should never attack unless the odds are against HP. Otherwise withdraw and try to defend the castle or high ground.
    This is a good point, I would like to try and restict the AI from sallying out when under siege if possible. Clearly it has a better chance of a win if it defends its fortifications instead.

    Dave

  11. #11
    MiiKLL's Avatar Semisalis
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    Default Re: KGCM Final Open Beta (01/02/09)

    My general critique: I think that the AI does only involve one army into the calculation wether or not to sally out even if there are more beseiging it. Also the garrison script encourages it to think they are strong enough to do so. Even with XBAI a 1:1 calculation mostly leads to victory of the HP. A sally was a bad AI decision in this case, because it leads to early death of their general and annihilation and at last a reduction of siege battles throughout the campaign. For my taste a good CAI should never attack unless the odds are against HP. Otherwise withdraw and try to defend the castle or high ground.
    @ Patrick West... A issue I see with all AIs is that the AI rarely sieges with 2 armies at the same time. Sure they will have multiple armies next to the city/castle, but rarely is the second or third army actually siegeing. So you are correct that the AI doesn't factor the non-sieging reinforcments into the calculations for when to sally-out.

    This is a good point, I would like to try and restict the AI from sallying out when under siege if possible. Clearly it has a better chance of a win if it defends its fortifications instead.
    @ Dave... I know you are still using Lusted's CAI in the 3.8 Beta, what you might do is play with this line in the " descr_campaign_db.xml " file at the bottom...

    <ai>
    <!-- PRIEST CONTROLLER -->
    <priest_religion_min float="0.5"/> <!-- if religion < religion_min then region needs a priest -->
    <priest_religion_max float="0.6"/> <!-- if religion >= religion_max then a priest can be taken from this region for other missions -->
    <priest_heresey_min float="0.05"/> <!-- if heresey >= heresey_min then region needs a priest -->
    <priest_heresey_max float="0.3"/> <!-- if heresey >= heresey_max then region needs a priest with highest priority -->
    <priest_religion_export float="0.5"/> <!-- if my religion in foreign region < religion_export then then we will export our religion in this region -->
    <priest_max_prod_turns float="5.0"/>
    <att_str_modifier float="0.8"/> <!-- modifies the effective attackers strength when determining the priority of making attack decision (i.e. att_def_strength_ratio = ((att_str*att_str_modifier)/def_str) -->
    <siege_att_str_modifier float="0.30"/> <!-- modifies the effective sieging attackers strength when determining the priority of making attack decision -->
    <crusade_att_str_modifier float="1.0"/> <!-- modifies the effective crusading sieging attackers strength when determining the priority of making attack decision -->
    <sally_att_str_modifier float="1.0"/> <!-- modifies the effective sallying attackers strength when determining the priority of making attack decision -->
    <ambush_att_str_modifier float="1.0"/> <!-- modifies the effective ambushing attackers strength when determining the priority of making attack decision -->
    <str_limit_weak float="0.5"/> <!-- min ideal strength ratio modifier for determining when an army is far too weak for an attack ( att_def_strength_ratio < (ideal_str_ratio*str_limit_weak) ) -->
    <str_limit_strong float="99.0"/> <!-- max ideal strength ratio modifier for determining when an army is far too strong for a fair attack ( att_def_strength_ratio > (ideal_str_ratio*str_limit_strong) ) -->
    <merchant_min_survival_acquire int="75"/> <!-- the minimum survival chance for a merchant to consider attempting an acquisition -->
    </ai>

    Though, one side affect may be that the AI never sallys and is always starved into submission.

    "Nothing is more destructive than the charge of artillery on a crowd."
    Napoleon Bonaparte

  12. #12
    Patokay's Avatar Miles
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    Default Re: KGCM Final Open Beta (01/02/09)

    Quote Originally Posted by MiiKLL View Post
    Though, one side affect may be that the AI never sallys and is always starved into submission.
    True! But still better than "handing over" the settlement right away. Also the AI might try and attack the besiegers with a second force.
    Besides can't you enter a command which tells the AI to sally in any case on the last turn before the city starves?

  13. #13
    Patokay's Avatar Miles
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    Default Re: KGCM Final Open Beta (01/02/09)

    More feedback on my campaign:

    OUCH! Turn 35. Now this feels like TOTAL WAR to me. France and Denmark DID attack me in the same turn. I am in big trouble now and not sure if I can hold against 4 nations.

    France gathered all it's troops around the capital and leaving all other cities nearly defenseless. Although once they declared war, they were all over me, sending one or two full stacks in each of my adjacent regions. Quite devastating I must say. It looks as if I am acutally loosing.
    Denmark on the other is better defending their cities, which is nice. It's probably because they are a much smaller nation wiht only 3-4 regions.

    Sadly though when they attacked Hamburg the XBAI had a complete dropout. After breaking through the gates instead of pouring into the castle full strength as usual they lined up on the left side, sending in only one unit at a time :hmmm: I thought those misbehaviours were a thing of the past and was quite astonished. Instead of taking the castle the danish army was annihilated.
    This is a serious issue although it might only very scarcely happen.

    Everything besides that is more than challenging I must say.

    Some pictures below.

  14. #14
    MiiKLL's Avatar Semisalis
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    Default Re: KGCM Final Open Beta (01/02/09)

    Quote Originally Posted by Patrick West View Post
    More feedback on my campaign:

    OUCH! Turn 35. Now this feels like TOTAL WAR to me. France and Denmark DID attack me in the same turn. I am in big trouble now and not sure if I can hold against 4 nations.

    France gathered all it's troops around the capital and leaving all other cities nearly defenseless. Although once they declared war, they were all over me, sending one or two full stacks in each of my adjacent regions. Quite devastating I must say. It looks as if I am acutally loosing.
    Denmark on the other is better defending their cities, which is nice. It's probably because they are a much smaller nation wiht only 3-4 regions.

    Sadly though when they attacked Hamburg the XBAI had a complete dropout. After breaking through the gates instead of pouring into the castle full strength as usual they lined up on the left side, sending in only one unit at a time :hmmm: I thought those misbehaviours were a thing of the past and was quite astonished. Instead of taking the castle the danish army was annihilated.
    This is a serious issue although it might only very scarcely happen.

    Everything besides that is more than challenging I must say.

    Some pictures below.

    Hello...I know it may be a mute point now...but do you recall if the assaulting AI army had any siege artillery...ie: catapaults or trebs?
    Reason I ask ...is that if the AI has none it will concentrate its forces on the gate area. You will see the set-up you see in the picture.



    I have to admit I can't replicate the AI only sending one unit at a time though. Everytime I ran the a test the AI would break the gate and then rush all melee units into the castle.

    "Nothing is more destructive than the charge of artillery on a crowd."
    Napoleon Bonaparte

  15. #15
    Patokay's Avatar Miles
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    Default Re: KGCM Final Open Beta (01/02/09)

    Quote Originally Posted by MiiKLL View Post
    Hello...I know it may be a mute point now...but do you recall if the assaulting AI army had any siege artillery...ie: catapaults or trebs?
    Reason I ask ...is that if the AI has none it will concentrate its forces on the gate area. You will see the set-up you see in the picture.
    They had no artillery. After breaking the gates they first formed a column in front of it as seen in the picture. Then the AI rushed to the side, took line formation and sent single units uo the ladders and through the gates.

    I might be a strange once in a lifetime bug though. It never happened before.

  16. #16

    Default Re: KGCM Final Open Beta (01/02/09)

    Make sure you note this problem in the XAI forums. We'll try to fix this if it continues to be a problem. I haven't come across it, but it is imperative we fix this before a full release.

  17. #17

    Default Re: KGCM Final Open Beta (01/02/09)

    @Miikll,

    Thanks mate, I've gave you some rep for your help. I also hope that you are enjoying the final beta and having a great time with KGCM+XBAI

    @Pat,

    I now have the perfect solution to siege battles. The following is set in the descr_campaign_db <sally_att_str_modifier float="0.5"/>. I then change the garrison scripts to all have a counter of 7. Meaning that castles and minor cities get a boost after 7 turns under siege, this causes the AI to sally out if it has enough strength to oppose the enemy. Also don't forget if a settlement is under siege the Ai will try in most cases to send reinforcements.

    Dave

  18. #18

    Default Re: KGCM Final Open Beta (01/02/09)

    Ran 10 turns in a two player hotseat last night and had several new and disturbing/different occurrences. As Antioch my friend was attacked by two Turk armies and the primary army never moved at all and the secondary army sat in corner of map and wigged out moving slightly backward and forward repeatedly. He let time lapse and no battle occurred allowing his army to escape a bad situation. Saw a French army divided into 15 single unit armies hovering around one of their own cities. Not bad thing, just something I had never seen before. A second one army battle took place between Turks and Antioch and again the attacking Turk army never moved. The Antioch defensive positon was sweet on a hill, but I had never seen an enemy attacking army not attack. These were the first two battles of our campaign so it was discouraging. Never encountered these types of issues in 3.7. Hope this is useful. Also had a unique siege battle in which the AI defenders fought primarily on the streets and not at the walls or square. They took the high ground in the streets and fought to breaking point. It was a good fight.

  19. #19

    Default Re: KGCM Final Open Beta (01/02/09)

    As Antioch my friend was attacked by two Turk armies and the primary army never moved at all and the secondary army sat in corner of map and wigged out moving slightly backward and forward repeatedly. He let time lapse and no battle occurred allowing his army to escape a bad situation. Saw a French army divided into 15 single unit armies hovering around one of their own cities. Not bad thing, just something I had never seen before. A second one army battle took place between Turks and Antioch and again the attacking Turk army never moved. The Antioch defensive positon was sweet on a hill, but I had never seen an enemy attacking army not attack. These were the first two battles of our campaign so it was discouraging. Never encountered these types of issues in 3.7. Hope this is useful.
    I'm seeing strange performance from the BAI as well. I am going to revert back to Lusteds BAI for the final release. Everything will soon be back to normal.

    Dave

  20. #20

    Default Re: KGCM Final Open Beta (01/02/09)

    Quote Originally Posted by dave scarface View Post
    I'm seeing strange performance from the BAI as well. I am going to revert back to Lusteds BAI for the final release. Everything will soon be back to normal.

    Dave
    Kk dave

    Anything to report on the slightly increased charge bonus of heavy cavalry? Or have you dropped my idea (idk if it is hard to change)

    I would just like the heavy big bad ass knights/cavalry to have a little more punch against infrantry wo are receiving a full charge in the flank or rear.

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