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  1. #1
    Stephan's Avatar Campidoctor
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    Default Re: SavageAI Beta - New Campaign AI

    how can i use this ai in an other mod?

    Yes, I know that Ishtar is spelled wrong

  2. #2

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Stephan View Post
    how can i use this ai in an other mod?
    Which mod? It all depends on the ai profiles assigned to each faction in the descr_strat file.

  3. #3
    Stephan's Avatar Campidoctor
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    Default Re: SavageAI Beta - New Campaign AI

    my own mod here

    Yes, I know that Ishtar is spelled wrong

  4. #4

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Stephan View Post
    my own mod here
    OK, well as it is now SavageAI uses these AI profiles:

    default
    papal_faction
    catholic
    mongol
    islam
    pagan
    slave_faction

    So in the descr_strat file, each faction would have one of these AI profiles assigned. The default is used for Orthodox factions in SS but is really religiously neutral so could be used for any faction that you didn't want to make decisions based on religion.

  5. #5
    Gorrrrrn's Avatar Citizen
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    Default Re: SavageAI Beta - New Campaign AI

    One way of dealing with over-aggressive pope might be to make all papal units only recruitable in Rome and reduce their availability.

    Outside of Rome he'd only be able to recruit mercenaries. (Which historically is pretty much what they did at times.)

  6. #6

    Default Re: SavageAI Beta - New Campaign AI

    Good idea.

  7. #7

    Default Re: SavageAI Beta - New Campaign AI

    I'm playing as Norway now with the RR/RC compilation from April 23rd. And after around 90 turns on hard this is what i see:
    1. Pope gets allied with most of the catholic factions and has taken control of a couple of regions in Italy (including the one HRE has in the begining - after a short war the Pope took it) Of course a lot of excommunications on the factions that are not allied with the pope (me, hre and scotland)
    2. There were like 4 crusades (including 1 agains hre) and 2 jihads - i guess its just right
    3. Most of the factions guard their borders with full stack armies leaving the rest of their territories almost completely undefended (i do the same but im smarter than the ai ) Although they react rather fast to invasions into their territory
    4. There are some regions that are still rebel although they are close to a couple of factions (like estonia or the one between antwerp and hamburg, cant check exactly as im at work now).

    So the conclusion to this is: Pope is influencing the game too much - needs to be tuned down a bit (i like Rozanovz idea)

  8. #8

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by szelbisz View Post

    So the conclusion to this is: Pope is influencing the game too much - needs to be tuned down a bit (i like Rozanovz idea)
    I will take a look and see if I can turn down Pope's aggressiveness without neutering them too much. I agree that limiting their recruitment area is a great solution, though. I can't do that since I don't want to include the files necessary in the AI distribution (since those files will be different for every version of each mod). But if PB wants to or has done it for RR/RC, I support it.

    I disagree a little that the Papal recruitment should be limited to Rome only. There were times when the Papal States were more "States" than "Papal" and did act as a political/military force. Perhaps the recruitment could be limited to only Rome and the northern Italian regions that immediately border Rome?

  9. #9
    Gorrrrrn's Avatar Citizen
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    Default Re: SavageAI Beta - New Campaign AI

    Also had a quick play with this at weekend as Norway.

    Notice rebels are really active - nice touch. Even lost eikundarsund to them due to being distracted by a crusade, whilst it was under siege.
    (Yup - rebels can sit out a siege rather than assault, you have to get rid of them or lose the settlement!)
    Also had to defend both Cork and Galway from rebel attacks.
    (Can irish rebels have irish names?)

    Discovered that best approach seems to be to attack ireland and wait for England and scotland to attack (ship blockade) and then sting them for as much as you can for a ceasefire.
    elsewise the pope ex-comms very quickly - too quickly IMHO - Scotland got ex-commed and still had 5 crosses in papal rep.

  10. #10

    Default Re: SavageAI Beta - New Campaign AI

    Yes i also forgot to mention that - rebels are active. They gather into larger groups and attack your cities. Also its not only the rebels that can wait you out in a siege. Scotland tried to do so a couple of times. Now its turn 120-something and Estonia is still a rebel settlement.

  11. #11

    Default Re: SavageAI Beta - New Campaign AI

    I have to say I am very impressed with this AI. I am playing the HRE VH/VH and after 100 turns I am on verge of collapse.The only challenge like this I remember in Total war games was in Shogun on harder difficulties.
    You ask for steak, I bring you fish. You say that you think steak is better than fish. I say that fish is much more popular than steak so obviously it's better. You say that no matter how good the fish is it can't be better at being steak than the actual steak we used to serve. I say that's just your perception and you're entitled to it but you should accept that fish is the future and that's good. You begin to say something but I stab you in the eye with a fork and run into the kitchen.

  12. #12

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Wurfspiess View Post
    I have to say I am very impressed with this AI. I am playing the HRE VH/VH and after 100 turns I am on verge of collapse.The only challenge like this I remember in Total war games was in Shogun on harder difficulties.
    Sweet, glad to hear it!

    I think the distinction between difficulty levels might be unique to my AI. It behaves MUCH differently on VH than on Normal... will be far more aggressive towards player, without being too "stupid aggressive" (hopefully).

  13. #13

    Default Re: SavageAI Beta - New Campaign AI

    Hey, mate Savage,
    Is it compatible with the latest RRRC - save games?


    thanks

  14. #14

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by ShadowBane View Post
    Hey, mate Savage,
    Is it compatible with the latest RRRC - save games

    thanks
    It should be default AI with latest RR/RC.

  15. #15

    Default Re: SavageAI Beta - New Campaign AI

    Hey folks, I stepped away from M2TW for the past 8 months or so. Playing ETW and just playing less in general. I'm playing again with SS 6.2 (which is great, by the way), so there's a possibility I may be updating and adding to SavageAI once again. I honestly haven't even looked at the code in quite a while, so perhaps a few major improvements will be obvious if I give it a "fresh look".

    I'm reading all the comments posted over the past months. I'm happy to see that most of the feedback has been positive.

    Now that the AI has been thoroughly tested for a year, I'd be interested in hearing comments on the #1 problem that you've encountered with the AI. If you could tweak one aspect of the AI behavior, what would it be?

  16. #16

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by TheSavage View Post
    Now that the AI has been thoroughly tested for a year, I'd be interested in hearing comments on the #1 problem that you've encountered with the AI. If you could tweak one aspect of the AI behavior, what would it be?

    *I would love to see the AI accept offers to attack other nations and then carry out the order. Also, I would also like to see them offering this as well especially when they are losing.

    *It would be nice if we could get their map information more than once or twice. I never seem to be able to.

    *Just a side note not sure if this involves your CAI. But regarding the map information....would it be possible to get map information at a higher cost than normal but everytime the AI gained or lost new land it would auto update??? Something i have been thinking about.
    Last edited by soulson; December 20, 2009 at 11:35 AM.

  17. #17
    Gnostiko's Avatar Campidoctor
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    Default Re: SavageAI Beta - New Campaign AI

    Hmmm, some good features here; I'd be interested in using it for my next build but I'm curious about a couple o' things I was hoping people could give feedback on: currently in the 'default' campaign ai used by RR/RC the HRE is almost always wiped out and the Danes create a huge northern european empire. Spain and Portugal are replaced by the Almoravids, and the Khwarezmian Empire crushes the Turks and Egyptians. I'm most bothered about the HRE being quickly wiped out. Is this still so, with the new AI?

  18. #18
    Gorrrrrn's Avatar Citizen
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    Default Re: SavageAI Beta - New Campaign AI

    In my last campaign (never completed) HRE expanded quite well, got as far as Caen, but then got ex-commed, and everyone piled in on them.

    Danes sometimes do well, sometimes Norway.

    Moors were, for once having a hard time - Sicily got its act together and was advancing towards Fez within about 60 turns.

    Khwarezm have plenty of room to expand into. Turks get caught between them and Egypt.

    (I've seen Egypt expand more often than not - sometimes as far as Ankara.)

    Byzzies usually do well initially - but they need to to as Constantinople can be crusade and jihad target.

    Can't give longer term analysis as haven't been able to play much further. I'd expect Khwarezm to get stuffed by the mongols.

  19. #19
    Gnostiko's Avatar Campidoctor
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    Default Re: SavageAI Beta - New Campaign AI

    Hmmm, sounds good. I'd never liked the Danes turning into a huge continental Empire; this is literally the fifth campaign I've played where they've wiped out HRE, the Polish, and the Hungarians, before setting their eyes on me ¬_¬

  20. #20

    Default Re: SavageAI Beta - New Campaign AI

    In my games most things went wrong:

    1) AI attacks my full stack with 2-4 stacks, leaving their lands undefended from all other sides
    2) AI interupts my siege with few stacks. This leads to a fight outside of the fully built castle which makes it very easy to take
    3) Sometimes stacks are spawned from nowhere?
    4) Same factions dominate all the time
    5) The Pope is bugged. All the time I'm forced to ceasefire but I have not started war! Also the ceasfire detection doesn't work, sometimes the task finishes without ceasfiring anything, just don't attack. Also i can take 15k from them for a ceasefire contract...and the pope wants alot of ceasfires! Not possible to have war without excommunication
    6) AI builts many full stacks but can't afford quality troops - so i beat 3 stacks with 1 quality stack.

    All in one there is alot of work to do.
    If you are not a turtle and start attacking from all sides, then the AI is lost.
    I took 3 cities while they were chasing one of my stacks :x
    This script focuses to much on massive fights which leads to a broken "total war"

    For now, back to RC4 AI - somehow they seem to be more advanced like me, sending quality troops which are hard to beat instead of full stacks of spear militia

    PS:
    I destroyed England and half of France in 50 turns on vh/vh, was playing as Scottland.
    They only had 1-2 heavy infantery troops between hundreds of spear militia :/
    So don't use this without BGRIV or it may turn your game into easymode. With BGRIV (my guess) it will wipe you out because you can't recruit that much. So you end up fighting 2-4 stacks at once.
    Last edited by Black-; May 17, 2009 at 09:24 AM.

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