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  1. #1

    Default Re: SavageAI Beta - New Campaign AI

    What about maps? its quite frustrating AI dont wants to provide map of his empire - it has zero value to AI,but it atleast provide simplistic overview for human player - i think importance of map should be lowest possible so even enemy will provide them

  2. #2

    Default Re: SavageAI Beta - New Campaign AI

    Hi,

    I'm playing with England Late Era Campaign and so far the AI is nice.
    But sometimes the AI behaves strange.
    Irland wants to get Caernaeveron all the time, they always come with their units to this city but not to Dublin.
    Now in turn 30 I have the first attack at Dublin. I think this happens because It was a rebel settlement first.
    Then the AI is sometimes very unthrustworthy. They attack all the time when not enough soldiers are at the border or sometimes they try to invade somewhere where no military forces are placed. But after their attack, sometimes they attack with less forces, then they go back, the always want ceasefire.
    At the moment I'm attacked by Aragorn. They sieged my city with one unit... and I had 5 units inside.

    And sometimes they still don't take all forces in one big army and their citys are not always good defended.

    I play with 6.1 RR/RC, Lusted's Battle AI and your newest Campaign AI .
    Last edited by Karido; March 03, 2009 at 09:17 AM.

  3. #3

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Karido View Post
    Hi,

    I'm playing with England Late Era Campaign and so far the AI is nice.
    But sometimes the AI behaves strange.
    Irland wants to get Caernaeveron all the time, they always come with their units to this city but not to Dublin.
    Now in turn 30 I have the first attack at Dublin. I think this happens because It was a rebel settlement first.
    Then the AI is sometimes very unthrustworthy. They attack all the time when not enough soldiers are at the border or sometimes they try to invade somewhere where no military forces are placed. But after their attack, sometimes they attack with less forces, then they go back, the always want ceasefire.
    At the moment I'm attacked by Aragorn. They sieged my city with one unit... and I had 5 units inside.

    I play with 6.1 RR/RC, Lusted's Battle AI and your newest Campaign AI .
    Hi Karido,

    Thanks for the feedback. I haven't noticed any of the "1 unit sieging 5 unit garrison" problem, but then again I'm testing it on 6.2 and haven't tested it on 6.1. I think I know what might be contributing to that problem, though.

  4. #4
    Loose Cannon's Avatar Primicerius
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    Default Re: SavageAI Beta - New Campaign AI

    Five hundred florins, not 5,000. I'm not THAT greedy.

    Trade rights should be a basic need of every faction, so much so that even warring factions would be more willing to accept a ceasefire if trade rights are also offered at the same time. It's been funny watching 20 diplomats wander through the largest faction without one stopping to ask for trade rights. But as trade rights increase income over time, a small faction should be willing to pay the larger faction some coins upfront for the privilege. i.e. if Cuba could trade with the USA, what do they have to offer after cigars? They would need to give up something (which they don't have I know-this was just an example).

    Diplomacy-the weakest/worst part of any Total War game.

    Excommunication is hard to get lifted in the game. I've given away cities in an attempt to make the Pope happy but even then the dogpile would be postponed by 2 or 3 turns at best. The Papal states units are very advanced for a one city faction. I've never lost the walls when using experienced DFKs, Zweihanders, and reg. swordsmen before, only killing the Papal GB turned the tide in the first battle at Bologna. Can you turn down the Pope's warmongering a little bit more?

  5. #5

    Default Re: SavageAI Beta - New Campaign AI

    To: TheSavage

    It has been 80 turns now with VH/VH on England(since I am playing on 2tn/yr, its only at the year 1261), I finally ended my campaign in Denmark/Norway with King Henry, it turn out that Danish didn't accept my offer of vassalage was cuz he still got 2 gigantic armies left over from the last crusade trying to made their way back to Denmark from middle east. Defeated by join force of English/HRE at Hamburg, then I vassalled Denmark, hastely made allies with Russia/Norway/Lithernia then brought my newly recruits(not mercenary, but Danish locals, which was cool)norsemen down to Iberia...

    in Iberia, Portugal was beaten bad and vassaled by the Moorish, I vassalled Aragon, allied with Spain and Moor, but seems both spanish and moorish known war will eventrally come as both side right now boosting up their army, and unwillingly, 2 of Portugal's militia/trubuchet army close up to the spanish border, seems like they want to help the moorish in the next attack, or is it cuz now Moor is Portugal's Overlord, so Portugal just fend himself against Spain?

    so far as now I notice 2 things AI act little different then the others,

    1, AI will help me or other AI to attack or Defend,

    2, Rebel will attack me (City sieged by rebel twice)

    Over all, till now, the comps fought with more cohersion(with their allies, with me or against me) on the Campaign map, which is a good thing, if allies can cooperate their attack more, will be even better(shows the AI does "think" b4 they act), for example I mentioned I initiated a siege at the city Bulge, 3 turns later, French came with 2 stacks of help, that was good(except I dont know if that was pure luck...), much better than the old days when an army wondering around on the campaign map for nothing....

    anyways, keep up the good work~
    Last edited by ricebowl; March 03, 2009 at 12:08 PM.

  6. #6

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by ricebowl View Post
    It has been 80 turns now with VH/VH on England
    Sweet, glad you like it. Keep me posted, especially on anything that you think needs to be improved.

  7. #7

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Loose Cannon View Post
    Five hundred florins, not 5,000. I'm not THAT greedy.
    I know. I was agreeing with you.

    I'll look into the recommunication and the Pope's behavior. Right now, once the Pope goes to war, he acts like any other faction... I could make him more likely to make peace, but the only problem is that the only way to do this will result in the Pope being willing to pay for peace, which isn't necessarily good.

  8. #8
    Germanicu5's Avatar Will buy spare time...
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    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by JaM View Post
    What about maps? its quite frustrating AI dont wants to provide map of his empire - it has zero value to AI,but it atleast provide simplistic overview for human player - i think importance of map should be lowest possible so even enemy will provide them
    In theory you could use this map knowledge to assault your enemies, so the lower availability of maps is somehow justified. Doesn't the old trick with giving 2-3x 100 florins till AI is pleased and then offering 1k+ and asking for something suitable in return work?

    Regards

  9. #9

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by JaM View Post
    What about maps? its quite frustrating AI dont wants to provide map of his empire - it has zero value to AI,but it atleast provide simplistic overview for human player - i think importance of map should be lowest possible so even enemy will provide them
    I have turned down "demand map information" from 1.0 to 0.7 so it should be a little less costly now. "Offer map information" is currently at 0.4.

  10. #10

    Default Re: SavageAI Beta - New Campaign AI

    it might, i just think whole idea around selling map info is slightly wierd... Personally i buy maps at the begining and then dont bother with them at all, and rather use toggle_fow to verify AI campaign strategy (most of the time i'm betatesting my moded 1450 campaign,etc...)

    what about if AI will still require money for MAP info, but they would always accept proper offers?

  11. #11
    Germanicu5's Avatar Will buy spare time...
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    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by JaM View Post
    it might, i just think whole idea around selling map info is slightly wierd...
    I think it the map info idea was a direct ripoff of civilization series diplomacy option, the difference is that exploring played a big part in the latter. It's particularly weird, coz I didn't notice AI wouldn't attack settlements he knew nothing of.

    Quote Originally Posted by JaM View Post
    what about if AI will still require money for MAP info, but they would always accept proper offers?
    Hmm, in my game AI always does . It sells me map info during talks, then I offer 1k or smth and it offers me the map for the second time (even though I already bought it and it disappeared from possible deals list), then I buy it again and again.... and again... very interesting feature.

    Quote Originally Posted by TheSavage View Post
    Now this is sad... "the best cav ingame"... it doesn't really look like they inflicted any casualties, apart from pushing some 2 riflemen on impact. If I get it right, a "magic" 2-men deep square is able to withhold any attack coz of the astrological meaningfulness of squares (anyone seen AI using it? Coz I just saw multiple units go too deep and get shot from behind). Oh, and it's clearly visible in Superior Tactics 1 that Bull is using the old teban 50-row phalanx tactics when defending the hill ... so who's modding ETW?
    Last edited by Germanicu5; March 04, 2009 at 01:20 AM.

  12. #12

    Default Re: SavageAI Beta - New Campaign AI

    yeah, squares looks wierd, but its vanilla, wait till we will be able to mod that thing, and you will see things...

  13. #13

    Default Re: SavageAI Beta - New Campaign AI

    Don't have time for a long post so I'll make this quick.
    The AI now creates larger armies, does sea invasions and over all acted more intelligently than I've seen with other AI progs.

    Keep up the good work!

    EDIT: Oh and this was on VH/Med

  14. #14

    Default Re: SavageAI Beta - New Campaign AI

    Turn 25 .
    6.2 RR/RC H/H Faction: Turks

    Byzantium struggled at the first but later they could retake Constantinople, however they couldn't take the Greece yet and Hungarians took Adrianople first.

    At turn #5 I allied myself with Kwarezmians and later Mongols to force them into a truce. Mongols headed north to conquer some Cuman lands then later declared war on Kwarezm again, and I had to broke my alliance with Khwarezmians, later Egypt allied with KHW, but they only hold 4 provinces near Baghdad now. I was on a jihad at Azerbaijan so on my return way I crushed the Egyptian army and took Aleppo and Antioch.My western borders seem secure by the time because Byzantium have made peace with me ( I offer them peace it was very generous). In the iberia, Aragon lost much, they hold only barcelona and at war with spain. France's allies are Spain , Scotland and Denmark. There are no active wars other than me vs egypt and mongols vs kwarezm and cumans
    Hello. Today we are gathered here to do battle. Regretable, isn't it? but sometimes, you know, life is like that. You have to do something that you don't want to do, just because someone is telling you to do it. I didn't want to be here myself, but then my mother told me that I'd better make a reasonable show of it all, so here we go then...
    Today we fight against monsters - the Gauls! They are dangerous, mad and hairy beyond reason. In victory, they are always heartless.

  15. #15
    Overlord.ru's Avatar Centenarius
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    Default Re: SavageAI Beta - New Campaign AI

    Hah,the pope invaded florence,like omfg...

  16. #16

    Default Re: SavageAI Beta - New Campaign AI

    So far I like this AI very much.

  17. #17

    Default Re: SavageAI Beta - New Campaign AI

    Is this campaign AI Stainless Steel specific, or will it work equally well with any mod?

  18. #18

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Checkers View Post
    Is this campaign AI Stainless Steel specific, or will it work equally well with any mod?
    It depends on the mod. If you send me the descr_campaign_ai_db.xml file for the mod and the descr_strat.txt file for the campaign, I will take a look and tell you if it is compatible. (In general, it should work with any mod, but if the faction profile names are different then many factions may end up using the default AI profile, which ignores things like religion.)

  19. #19

    Default Re: SavageAI Beta - New Campaign AI

    Lieutenant Colonel is not that bad... , better than Elector....
    Last edited by JaM; March 08, 2009 at 05:05 PM.

  20. #20

    Default Re: SavageAI Beta - New Campaign AI

    corporal reporting
    Hello. Today we are gathered here to do battle. Regretable, isn't it? but sometimes, you know, life is like that. You have to do something that you don't want to do, just because someone is telling you to do it. I didn't want to be here myself, but then my mother told me that I'd better make a reasonable show of it all, so here we go then...
    Today we fight against monsters - the Gauls! They are dangerous, mad and hairy beyond reason. In victory, they are always heartless.

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