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  1. #1

    Default Retarded AI

    Hi! I have been enjoying this mod for about a month now and tried both open beta 3 5.8 and 5.74. 5.74 crashed alot but 5.8 beta is very stable.

    My main grippe is the Ai on campaign map.

    Most times the AI sieges me for about 2-3 turns and then forfeits the siege.. I am playing hard difficulty...

    Any one else expereincing this.?

    THX

  2. #2
    Brips's Avatar Ducenarius
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    Default Re: Retarded AI

    Sometimes with the rebels, we gonna say "never with factions". The rebels goal is to weaken me.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  3. #3
    Tiro
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    Canada
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    Default Re: Retarded AI

    Well considering how poorly the AI does at siege warfare I would consider yourself lucky.

    I personally do not like siege warfare as the AI tends to perform rather poorly and at best, a decent fight in open battle.

  4. #4

    Default Re: Retarded AI

    i remember when in the past this happened a lot... i dont know if it was fixed and this is because of an AI error or it is something that cannot be fixed and therefore the solution presented in early days will help you, but this was it:

    -AI wont keep a good track of its desitions between savegames.
    meaning if you want coherent ai behavior, just do not reload the game every 2-3 years.

  5. #5
    Aeon`'s Avatar Civis
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    Default Re: Retarded AI

    I would like to have an ai that's able to siege with multiple armies, though.

    Crusades e.g. are a terrible joke.

  6. #6
    Brips's Avatar Ducenarius
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    Default Re: Retarded AI

    Quote Originally Posted by ivanhoex View Post
    i remember when in the past this happened a lot... i dont know if it was fixed and this is because of an AI error or it is something that cannot be fixed and therefore the solution presented in early days will help you, but this was it:

    -AI wont keep a good track of its desitions between savegames.
    meaning if you want coherent ai behavior, just do not reload the game every 2-3 years.
    Thanks for this tips!
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  7. #7
    /|\/|\/|\/|\/|\/|\/
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    Default Re: Retarded AI

    @Apostolosm, Never played on hard. Try VH instead, it doesn't happen in my games which are all on VH.

    @Aeon, what happens to make you say it's a joke?

  8. #8
    Aeon`'s Avatar Civis
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    Default Re: Retarded AI

    When the settlement is well garrisoned, the ai won't siege it, even if they stand there for a century.
    I haven't seen a successful crusade in late campaigns for some time.

  9. #9

    Default Re: Retarded AI

    Yeah I will, however, it is the third campaign i start , it is tough to start all over again

  10. #10
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    Default Re: Retarded AI

    @Aeon, Oh, that sounds bad

  11. #11

    Default Re: Retarded AI

    I have to agree with Aeon 100%. The passive AI is horrible, and they also give little challenge on the battlefield, even on VH/VH settings. The rebel armies that spawn at the start of the game don't do anything except stand around, even in DLV 6. They don't even cause disruption (as usually indicated by the blackening of the area on the strat map).

    Plus those rebels in the forts are hindered by the following traits - Immobile and the one that makes them ill, so they never venture from the forts to scavenge/pillage. Additionally, if the fort is in a province your faction owns, a single unit can defeat the fort's garrison in 3 turns with out fear of them sallying forth. Good if I want a family member or General to gain turns campaigning with an assured battle win, but very bad for immersion into the RP part of DLV.

    Taiji, I know you are working hard to fix/improve DLV, so would you please place AI improvements on your (I presume very long) list of "to do" projects? Thanks!
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