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  1. #1

    Default modding AI reation to missile

    hi guys,

    I still see that AI tends to stand under my artillery and missile untils I runs out of ammunition. I have modded my artillery to be much more accurate. (accuracy agains unit: 0.001 compared to 0.01). I do intend to make my missile units more devastating as well.

    however, as such changes are made, I think there should be changed in tactice as well. I see that AI also make artillery and do try to attack my artillery first. However, usually it moves missile units up too far and let my calvary decimates. If AI artillery moves up, they usually moves their army as well, allowing me to kill their army even more.

    The worse case is that if AI has no missile or artillery, they just stand there, and dont even spread out. Their calvary make no attempt to charge my artillery.

    Please suggest my any hint to mod this AI behavior. Thanks ahead!

  2. #2

    Default Re: modding AI reation to missile

    Quote Originally Posted by littlemonster View Post
    The worse case is that if AI has no missile or artillery, they just stand there, and dont even spread out. Their calvary make no attempt to charge my artillery.
    I don't think so......in 99% battle I experienced the whole enemy army do forward and charge towards you if they have no missile or artillery (while you have).

    Usually I will deploy my army far to the cornor of the battle field (or the highest place) to let the artillery to have more time for more shots.

  3. #3

    Default Re: modding AI reation to missile

    vanilla battle files had that "standing" effect... but if you use any battle AI (for example PB's one) enemy will react. btw, 0.001 is just too much... try something higher even 0.04 is just too accurate...

  4. #4

    Default Re: modding AI reation to missile

    AI in SS6.1 charges if it sees unprotected missile units. However if it decides that there is a threat for them from behind or flanks, then they just stand there and missile units destroys them. In my last battle my two peasant archers had destroyed 2 DFKs only because behind them there was my light cavalry. They just didn't know what to do. If they charge missile units then the cavalry would attack from behind, if they decide attack cavalry they will get arrows to their back. I believe it's AI's inability to prioritise and to measure risk/benefit.

  5. #5

    Default Re: modding AI reation to missile

    I don't get this whole 0.001 accuracy thing. How does it work? The missile units seem pretty accurate at the moment, but you improve it further? How much more accurate?

  6. #6

    Default Re: modding AI reation to missile

    Quote Originally Posted by Kawee View Post
    I don't get this whole 0.001 accuracy thing. How does it work? The missile units seem pretty accurate at the moment, but you improve it further? How much more accurate?
    It is very very accurate! Making direct hit every time if the view is right. I will post screenshot sometimes so you see. It is very fascinating. Especially in case of defending bridges or castle, i will be very fun to see the AI sucks at the congested point.

    My battle style is too apply shoot first then fight later. With that, I use artillery, missile unit to fire until the run out, before my infantry can charge on. I HATE THE IDEA THAT HARD TRAIN KNIGHTS UNIT HAS TO SUFFER 40-50% CASUALTY FOR EACH BATTLE. so that is why I mod the game this way.

    So I would move the whole army very close together with spearmen for defense right after or next to missile and artillery units.

    I just apply a hint from someone, try to open a "hole", then actually, AI tries to use missile calvary or calvary to charge, but they soon fall into the trap.

    Every battle ends with only 10% casualty. Knights units lost only 2, or 2 each battle while each kills or capture 15-20 if every been used.

    And the battle lasts very long also, 20 mins, with my army making very carefull move forward each time.

    Somehow I am still very disappointed at gunpowder artillery. The way they mod the animation or angle of firing perhaps cause the unit, expecially bombard to fire too slow and many time not firing at all, especially uphill.

    P.S if someone can tell me how to mod the ammunition for artillery, it would be great.

  7. #7

    Default Re: modding AI reation to missile

    Quote Originally Posted by littlemonster View Post

    And the battle lasts very long also, 20 mins, with my army making very carefull move forward each time.
    20 mins?? with 2 1/4 stack right????
    if I have 2 full stacks a battle takes 1 hour
    and sometimes 2
    bribery mod compatible with any other mod includes tutorial
    http://www.twcenter.net/forums/showt...26#post4174626

  8. #8

    Default Re: modding AI reation to missile

    Where do you change archers' accuracy?

    I think in 6.1 they are much too inaccurate. People like Yeomen and retinue Archers spent years mastering their archery skills, and in real life a relative novice is more accurate then they are in the game right now.
    As for the Paladin, the battle with the Dragon isn't the danger, it's the battle in the heart that he must be wary of.




  9. #9

    Default Re: modding AI reation to missile

    go to descr_projectile and choose accuracy vs unit. The smaller number the better. default is around 0.04.

    Yes I like that game that missile unit become more accurate. since with that the strategy of game changes significantly. every attack move, I have to plan very carefully, making the battle lasts longer.

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