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  1. #1

    Default Re: SavageAI Beta - New Campaign AI

    I play KT faction , VH, EC, mod SS 6.2 RC4, and the issue are :
    -AI is too reliable from stance war / abysmal to allied and you could change that every turn
    -no AI invasion, also no significant garrisons in settlements
    -AI vs. AI aggressiveness: Did the AI seem to be too aggressive toward other AI factions? = Yes, and that I think its a good point
    -If you could resolve first two issue and most important the AI battle , Ai do not use properly siege units in battle. Can you tell me it is possible to increase the speed of movement only for AI units who push siege like ram, tower and ladders?

  2. #2

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Euxin View Post
    I play KT faction , VH, EC, mod SS 6.2 RC4, and the issue are :
    -AI is too reliable from stance war / abysmal to allied and you could change that every turn
    -no AI invasion, also no significant garrisons in settlements
    -AI vs. AI aggressiveness: Did the AI seem to be too aggressive toward other AI factions? = Yes, and that I think its a good point
    -If you could resolve first two issue and most important the AI battle , Ai do not use properly siege units in battle. Can you tell me it is possible to increase the speed of movement only for AI units who push siege like ram, tower and ladders?
    What do you mean by the first point?

    Also, this is just campaign AI, not battle AI, so the siege units in battle is outside the scope of this mod.

  3. #3

    Default Re: SavageAI Beta - New Campaign AI

    Morfans I'm uploading next patch right now, with TheSavages's AI as default. If its any comfort, I was eliminated as Venice before turn 20 also!

  4. #4

    Default Re: SavageAI Beta - New Campaign AI

    To: TheSavage

    Thanx for the replies, sry I was away from town working(luckly still working...).

    anyways, did anyone checked out the freedom AI? I am not trying to promote anything, but I do find curious elements within that set-up, which looks hit-rates and other values more catogorized(in specific order, ex:light infrantry, heavy infrantry...). And personally I found setting holding square to 3 min (in order to win) is too easy, and 10 min (freedom AI) holding time is a bit too much, but it does increased the difficulty for city-siege battle alot.

    any thoughts?

    P.S. So since I am back, as currently I am testing the field/city behaviors of each different units between TheSavage AI and Freedom AI. And I would be more than happy if others can also share some of their comments/experiences here(is this consider off topic?)

  5. #5

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by ricebowl View Post
    To: TheSavage

    Thanx for the replies, sry I was away from town working(luckly still working...).

    anyways, did anyone checked out the freedom AI? I am not trying to promote anything, but I do find curious elements within that set-up, which looks hit-rates and other values more catogorized(in specific order, ex:light infrantry, heavy infrantry...). And personally I found setting holding square to 3 min (in order to win) is too easy, and 10 min (freedom AI) holding time is a bit too much, but it does increased the difficulty for city-siege battle alot.

    any thoughts?

    P.S. So since I am back, as currently I am testing the field/city behaviors of each different units between TheSavage AI and Freedom AI. And I would be more than happy if others can also share some of their comments/experiences here(is this consider off topic?)
    As far as I know, Freedom AI is only battle AI, and Savage AI is campaign AI!

    BTW I'm using Freedom BAI, and I think it great! Though you need to make it compatible if you're using latest RR/RC(check the first post of RR/RC thread).

    I suggest moving this conversation to a new thread, since this has nothing to do with Savage CAI..

  6. #6

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by ricebowl View Post
    anyways, did anyone checked out the freedom AI? I am not trying to promote anything, but I do find curious elements within that set-up, which looks hit-rates and other values more catogorized(in specific order, ex:light infrantry, heavy infrantry...). And personally I found setting holding square to 3 min (in order to win) is too easy, and 10 min (freedom AI) holding time is a bit too much, but it does increased the difficulty for city-siege battle alot.
    I haven't looked at Freedom AI. Is it a Campaign AI or just battle? Note that SavageAI is ONLY a campaign AI... it does not modify the battle AI in any way. So whatever battle AI you are using when you install SavageAI, you're still using it after you install SavageAI.

  7. #7

    Default Re: SavageAI Beta - New Campaign AI

    Hello, I´m using Savage AI on 6.1 and have some issues:
    I´m playing Early Era in turn 44 and there are still ~13 rebel nations all over the world.
    It took HRE about 15 turns to get Bern, Toulouse is still in the hand of rebels! I mean, Toulouse! In turn 44!
    It was under siege COUNTLESS times by French and Aragorn armies, but noone ever captured it... they sieged and after a while went home...
    Aragorn once had a 3/4 stack sieging Touluse and still they dind´t capture it.
    Could this have smth to do with BGR? Their supplies getting low and them retreating?
    But still, why won´t they just assault...

    Also I thought AI now moves armies in bigger stacks, but HRE sieged Bern sometimes with stacks so small, impossible they could capture it with that...
    And Poland has 8 provinces, 1 or 2 big armies and really, everything is full with Captains..

    Anyone noticed similiar things?
    Which AI do you prefer?

    €: "Smart" AI Aggression Against Rebels - The AI will move quickly to invade rebel territories, but if they go to war with neighbouring factions, the AI will prioritize these wars over invasion of rebel territories.

    that could be a reason for them breaking up the sieges on Toulouse and the other cities all the time, but it´s a very bad idea then
    Last edited by Medieval PossuM; March 17, 2009 at 03:12 PM.

  8. #8
    Loose Cannon's Avatar Primicerius
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    Default Re: SavageAI Beta - New Campaign AI

    @Medieval Possum-SavageAI is designed to be used on 6.2. Some problems in 6.1 such as small AI armies attacking rebel provinces are why we're working on 6.2. SavageAI works beautifully on 6.2. My report follows

    6.2 Late Era HRE on h/vh, second attempt-Hired diplomat out of Bolongna turn 1, beat Papal army to Florence T1, got peace treaty & trade rights from Papal States on turn 2, got alliance with Sicily on turn 7, alliance with OKT T8, got excommunicated lifted (cost 18,000 florins) and perfect relations w/Papal states by turn 11. As I built a slightly better army this time only Genoa & Poland "dared to face the might of the Reich" on turn 13,seiging Bologna(Genoa), Prague & Magdeburg(Poland) with decent sizes stacks(more than 15 units) Releaved Bologna from Florence and held off the assult at Magdeburg. Next turn another Polish stack attacks Hamburg and France jumps in by seiging Bruges. All in all, quite a fun time. But I decided to start over again and will report that tomorrow. And offer & explain my opinion.

  9. #9

    Default Re: SavageAI Beta - New Campaign AI

    "In addition to faction relationship and troop strength along the border". Hi guys I just wanted to know why you should keep your troops at your border as I am still kinda new to the game. Also is it your allys borders or your enemys borders that savage is talking about?

  10. #10

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by soulson View Post
    "In addition to faction relationship and troop strength along the border". Hi guys I just wanted to know why you should keep your troops at your border as I am still kinda new to the game. Also is it your allys borders or your enemys borders that savage is talking about?
    Basically I don't mean right at the border, I just mean garrisons in your border provinces. This is especially important for factions that are more likely to attack you (like a neutral faction with bad relations, or an ally of your enemy), but even on a border you share with allies it is a factor. For example, if you have an ally but you maintain decent garrisons along the border, your ally will probably not be tempted to attack you. But if you leave your border completely undefended there is the possibility that the ally seizes the opportunity and sweeps in to grab some land.

  11. #11

    Default Re: SavageAI Beta - New Campaign AI

    Some updates, English Campaign(VH/VH) now year 1400(2TPY), very very fun game, vassalled Iriland, Scotland, Aragon, Portugal, Denmark, very predictable Campaign AI, very few back stabbing(only 1 or 2), mmm... having trouble keeping the Vassaled states not fighting each other(by settled them separated in each corner of my empire), currently still under control, fighting like NATO now...

  12. #12

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Medieval PossuM View Post
    Hello, I´m using Savage AI on 6.1 and have some issues:
    I´m playing Early Era in turn 44 and there are still ~13 rebel nations all over the world.
    It took HRE about 15 turns to get Bern, Toulouse is still in the hand of rebels! I mean, Toulouse! In turn 44!
    It was under siege COUNTLESS times by French and Aragorn armies, but noone ever captured it... they sieged and after a while went home...
    Aragorn once had a 3/4 stack sieging Touluse and still they dind´t capture it.
    Could this have smth to do with BGR? Their supplies getting low and them retreating?
    But still, why won´t they just assault...

    Also I thought AI now moves armies in bigger stacks, but HRE sieged Bern sometimes with stacks so small, impossible they could capture it with that...
    And Poland has 8 provinces, 1 or 2 big armies and really, everything is full with Captains..

    Anyone noticed similiar things?
    Which AI do you prefer?
    Thanks for the feedback. I think one of the issues with AI stacks not being big enough when laying siege to rebels has to do with a line in a battle AI file that is different in most mods, so I'm hesitant to include it since it will overwrite stuff from those other mods. But I'll look into it.

    That said, some of those rebel provinces SHOULD be hard to take. Historically, many of the provinces represented as rebels were in fact smaller kingdoms and often remained independent for hundreds of years after the start of the game. So while I think the AI should move aggressively against rebels, I don't really see it as a huge problem if some of the better defended rebel territories last many turns.

  13. #13

    Default Re: SavageAI Beta - New Campaign AI

    guys has anyone of you tryed the lable killthehuman in decr ai?

    i had and its uber simple to modify and its very good it will attack you with everything

  14. #14
    eatme's Avatar Senator
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    Default Re: SavageAI Beta - New Campaign AI

    Yo, after I posted initial feedback on first 15+turns, I had a chance to play 2 more campaigns with some 70+ turns.(RC4 on VH/VH)

    I noticed the AI hardly ever breaks alliance once it is set up, so much less backstabbing AI behaviour. With Gracul's ai before, for instance, I had seen often enough France/HRE/England after making alliance between themselves, breaking it after just fine. Same went for Templars/Turks.

    Now it seems if you make an alliance with a faction, they try to stick to it forever, Is that intended?

  15. #15

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by eatme View Post
    Yo, after I posted initial feedback on first 15+turns, I had a chance to play 2 more campaigns with some 70+ turns.(RC4 on VH/VH)

    I noticed the AI hardly ever breaks alliance once it is set up, so much less backstabbing AI behaviour. With Gracul's ai before, for instance, I had seen often enough France/HRE/England after making alliance between themselves, breaking it after just fine. Same went for Templars/Turks.

    Now it seems if you make an alliance with a faction, they try to stick to it forever, Is that intended?
    No, for the AI to NEVER break an alliance is not intended. But I was definitely not trying to make it like Gracul's AI where alliances mean very little. If you maintain very good relations with the allies and don't take them for granted, then generally the alliances will hold and mean a lot. But if you allow relations to degrade, leave the border undefended against an untrustworthy ally, etc., then the ally may attack.

    So backstabs are supposed to happen often enough that they are a threat, but depending on how you play they are not necessarily a certainty.

  16. #16
    Ducenarius
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    Default Re: SavageAI Beta - New Campaign AI

    Sorry for asking savage but i am playing Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation beta released !!!UPDATE APRIL 8!!!.
    There are 3 diferent dataBGRIV AI and 3 different data campaign AI.
    The one is Byg's,the other is Gracul's and the other is yours
    What differences are between them?

  17. #17

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Andrew1994 View Post
    Sorry for asking savage but i am playing Real Recruitment1.3/Real Combat1.8/CBUR/BFTB/BGR IV Compilation beta released !!!UPDATE APRIL 8!!!.
    There are 3 diferent dataBGRIV AI and 3 different data campaign AI.
    The one is Byg's,the other is Gracul's and the other is yours
    What differences are between them?
    I haven't played BYG much so I can't really so. As for Gracul's, it can be very aggressive and very tough on harder difficulty levels, but IMO it is not the most strategically sound. Alliances don't mean very much.

  18. #18
    Ducenarius
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    Default Re: SavageAI Beta - New Campaign AI

    So i believe yours is the best

  19. #19

    Default Re: SavageAI Beta - New Campaign AI

    latest RR/RC (apr 14th)
    milan-genoa
    vh/vh
    1450 campaign

    AI has no mentionable garrisons, very big flaw. There should be atleast half a stack to defend big/important cities.

    The KOJ is just sitting on rhodes with 3 full stacks. I gave them Acre, 20000 florins and bought their assistance to fight the infidels but still they dont move, no participation in crusades either
    Last edited by algorath; April 15, 2009 at 09:18 AM.

  20. #20

    Default Re: SavageAI Beta - New Campaign AI

    I downloaded the files, I won't install them until my dad is back home and I can put them on his pc too; that way we can still play together while he's gone.

    But I do thank you for doing this, I know it will be good despite my not being able to try it yet
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