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  1. #1

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Black- View Post
    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.
    Maybe you are just unlucky... I play as Poland on VH/VH.
    reply:
    1) yes, they do, but they attack me on multiple fronts, and I say it is an improvment... I do not have time to attack their cities as I also chase their stacks on different areas.
    2) yes, it happened to me. I think it is a better option for the AI to attack with an aditional outside smaller army then to sally out. In one instant I almost lost a battle like that surrounded from three parts while I was beseiging a Lithuanian fortress.
    3) I found that AI loves ambushing... and also AI gets a money boost when they are in trouble.
    4) here I have to disagree. In all the campaigns the outcome are very different regarding the wars between the AI and I am pleased to say that this is the effect of improved diplomacy.
    5) this is normal and I like it the way it is now.
    6) simply not true... in my campaign it is exactly the opposite. AI keeps sending in quality troops. It is quite a chalenge. Maybe the faction you are in war with is not progressing very well and it is bankrupt...

    In conclusion I have to say that this is one of the best CAI I ever played... and I played a lot. Maybe just the improved CAI from Grand Viz for BC is slighty better... or it is just a matter of taste.
    Good work Savage.
    [

  2. #2

    Default Re: SavageAI Beta - New Campaign AI

    What Warspite said.
    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.

  3. #3

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by Black- View Post
    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.
    Thanks for the feedback.

    1) I agree with you... but this is a tough thing to balance. On one hand, I WANT the AI to attack with 2-4 stacks. It should attack with overwhelming force whenever possible, rather than just sending a stack only slightly bigger than the garrison of the target city. I don't want the AI to be too aggressive in that it only wants war and can't keep a peace. But when it does go to war, I want it to go all out. That said, I hear what you're saying about leaving too few defenses. Ultimately, I think a garrison script may be the only solution to this.
    2) Again, this is a balance. Overall, I think the AI bringing reinforcements to break up the siege is a good thing on balance. If the player has sieged a castle, they will probably end up taking it unless the AI sends a relief force. At least the relief force gives the AI a chance of stopping the siege. But you're right that if the relief force isn't very big, this could actually result in an easier battle.
    3) Not sure this is my AI. It would have to be scripted in files not included in my AI.
    4) Again, not sure this is my AI. There are some faction-specific elements in the faction relations, but in general, the AI for all the factions is similar (with the exception of religious differences). Most of the factors affecting faction balance have nothing to do with the AI files.
    5) Agree, Pope needs some work. Will look at this if I release a new version.
    6) Recruitment is outside the scope of my AI. It is affected by the EDU file and more generally by what's available for recruitment, which depends on the mod.

  4. #4
    xeryx's Avatar Follow the White Rabbit
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    Default Re: SavageAI Beta - New Campaign AI

    HMMM..
    Proudly patronized by B. Ward Click Sig Logo for Downloads, Click forums here and here
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  5. #5

    Default Re: SavageAI Beta - New Campaign AI

    well another very good cai is the one used in broken cresent, its a little more passive but the ai guards its cities with usually a stack either right next to or very close, an works well in ss.

  6. #6

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by cort View Post
    well another very good cai is the one used in broken cresent, its a little more passive but the ai guards its cities with usually a stack either right next to or very close, an works well in ss.
    More passive compared to Savage AI ..or just passive generally speaking? And is that the only one? And why can't it be incorporated into other mods aswell? One of the most annoying things in the game...

  7. #7

    Default Re: SavageAI Beta - New Campaign AI

    more passive compared to savage,i have it installed in my ss 6.1 it works nice, an its not in other mods cause its from broken cresent, an they dont allow the use of their mod componets.

  8. #8

    Default Re: SavageAI Beta - New Campaign AI

    edit; if ya decide to try it make sure an use the one from the bc patch.

  9. #9

    Default Re: SavageAI Beta - New Campaign AI

    No i meant to say that if BC is the only mod out there where the AI protects it's settlements

  10. #10

    Default Re: SavageAI Beta - New Campaign AI

    havnt played them all, so not sure

  11. #11

    Default Re: SavageAI Beta - New Campaign AI

    Can you script a better invasion of Ireland by the Scots or English.

    Love NCAA football? Go here.

  12. #12
    The Border Reiver's Avatar Artifex
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    Default Re: SavageAI Beta - New Campaign AI

    Good to see you back TheSavage, and I never did get to report back to you about the AI you created for me.

  13. #13

    Default Re: SavageAI Beta - New Campaign AI

    Just installed your Ai onto my 6.2 RC4 update to 6.1 savage,looks like alot of work and thinking went into this,im finding 6.2 RC4 diplomacy is rather chaotic and unfair,alliances should be honoured if relations are good and i disagree with the way the pope behaves in 6.2 RC4,will report back in time,thanks for posting an alternative.

  14. #14

    Default Re: SavageAI Beta - New Campaign AI

    is the download link on the first page, the most up to date version of this submod?

  15. #15
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: SavageAI Beta - New Campaign AI

    Yes.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  16. #16

    Default Re: SavageAI Beta - New Campaign AI

    is Savage AI included in RR/RC ?

  17. #17

    Default Re: SavageAI Beta - New Campaign AI

    Quote Originally Posted by tono4850 View Post
    is Savage AI included in RR/RC ?
    The right place to look for the answer to your question would be the first post of RR/RC.
    I've taken the liberty to quote the section were the info you're seeking is mentioned. Just open the spoiler below.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by Point Blank View Post
    RC+RR INTRODUCTION

    Real Recruitment ('RR') is an attempt to more accurately simulate the dynamics of recruiting, retention and training during the medieval period covered by the M2TW game. There is a guide included in the download. RR includes Real Combat.



    Real Combat ('RC') is an attempt to create a more realistic M2TW combat experience via the modification of a number of crucial unit stats for all units, using a consistent and detailed framework. A guide is included in the download.
    • COMPLETE BYZANTINE UNIT ROSTER by Anthonius II and Caesar Clivus
    • BATTLE FOR THE BALTIC by Caesar Clivus
    • BGR IV Ehhanced (optional) by Byg
    • RUSICHI MOD UNITS!!!
    • SS 6.2 Release Candidate 4 by Gracul.
    • 1100 and For God and St George mods by AWellesley
    • Knights Templar units from Lord_Calidor's KT mod
    • 1450 Campaign by JaM
    • Hundred Years War and Italian City States Mini Campaigns by Lusted
    • SSTC by Chimaeira
    • Real Horses by Argent Usher
    • Crimson Tide by Magus
    • City and Castle models by Agart
    • Nostalgia patch by mr.blonde
    • CampaignAI by TheSavage
    • BattleAI by Germanicu5
    • CBUR and Unit Card improvement projects by Agis Tournas
    • Lord Condormanius's Mailed Knights
    • BETTER GRASS by david.coole
    • loading screens by archer29
    • new Byzantine and Kievan Rus unit cards by akvilonn
    • some music from a compilation by bcnor
    • plus other submods as included in 6.2 patch Release Candidate 4 by Gracul


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

    If Savage is still reading this ...

    been testing my mod (which uses Savage CAI by default) and am wondering if anything can be done to stop the AI when controlling England
    from sending huge fleets to sit outside Gaza and Palanga?

    Leaves the home island undefended, and it's not as if they're actually doing anything. (In fact is there a way to get the AI to stop using ships to "defend" / "attack" land targets?

  19. #19

    Default Re: SavageAI Beta - New Campaign AI

    uhh...

    This is turn 2 on hard. On VH it is ridiculous, where every faction hates you after the first turn + papal hate to everyone..
    Last edited by Nikitn; August 02, 2010 at 04:41 PM.

  20. #20

    Default Re: SavageAI Beta - New Campaign AI

    I must've installed this wrongly, somehow... I put --io.file_first in my short-cut path and I positioned the AI files into the retrofit folder (the mod im playing is called retrofit for kingdoms).

    PS. Hmm.. Maybe it is the faction standing thing that I should remove, since this mod is for SS? Lusted's AI worked fine, but it was extremely passive even on very hard so I stopped using it...

    PPS. I just replaced the faction standing file from Savage ai with the lusted 1... It appears to fix the issue, but will this cause any serious harm?
    Last edited by Nikitn; August 03, 2010 at 06:46 AM.

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