Page 12 of 46 FirstFirst ... 234567891011121314151617181920212237 ... LastLast
Results 221 to 240 of 912

Thread: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###

  1. #221

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Quote Originally Posted by Germanicu5 View Post
    @krolyn
    That's very odd, AI should attack when you have huge advantage in missile troops (it's set to 1.5x). I'll see if there's any setting justifying such behaviour, another problem is the fact that AI's defending scheme is very limited - it's not half as flexible as attacking. When settings were a bit different I was getting complaints about AI attacking too often.
    The mentioned stakes script is an "ancient" version.

    I made a version of the routing script to fit stakes+reinforcements or stakes only. Copy-paste contents of the attached file to G5Script.txt and G5Script2.txt found in SS/data/scripts/show_me/ (paste it just before "wait_monitors" line at the bottom). It's a relatively basic script, I could add % chance to rout when gates/walls are breached - provided that anyone actually wants to try it.

    Regards
    How does M2TW calculates "advantage in missile troops"?
    In this battle the AI had the advantage in missilie troops in terms of number but not in terms of technology. if I remeber correctly, the AI had ~6 highland archers (skirmisher) and I had 2 ballista, 2 archers (skirmisher) and 2 urban archers (missile). The big difference is that urban archers and ballista have higher range than skirmishers and I can attack them while keeping out of range...


    I'll give it a try at this script and let you know.
    For me, everything that makes the game more reallistic or the AI behave "smarter", I think it is worth it!
    I would like to try it since it is more realistic than a fixed number of units routing but can you make it dependable on general comand points and, unit current moral (or other)?

    However, making the defenders rout on walls/gate breach will further favour the attacker. Maybe now it will make more sense to add some of those changes I mentioned to you to balance things eg. (decrease ram speed, decrease gate strength, increase number ladders/towers, etc..)
    Last edited by krolyn; October 10, 2009 at 10:10 AM.


  2. #222

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Got a CTD when attacking a rebel settlement a couple of seconds after clicking "start battle".
    Think it has got something to do with your "Battle AI Switcher script v2" script since there are lots of references to "show_me/G5Script.txt" (see log below).


    Spoiler Alert, click show to read: 
    19:06:39.890 [game.script.exec] [trace] exec <ai_active_set> at line 78 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:39.890 [game.script.exec] [trace] exec <battle_wait> at line 80 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:39.890 [game.script.timer.battle] [trace] Battle timer started 15.00 @ 73.4, line number 80
    19:06:54.875 [game.script.timer.battle] [trace] Battle timer finished 15.00 @ 88.4, line number 80
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 83 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 83, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 84 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 84, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 85 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 85, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 86 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 86, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 87 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 87, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 88 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 88, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 89 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 89, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 90 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 90, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 91 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 91, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 92 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 92, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 93 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 93, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 94 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 94, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 95 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 95, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 96 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 96, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 97 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 97, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 98 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 98, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 99 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.875 [game.script] [error] Script execution error for <label_unit>, at line 99, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.875 [game.script.exec] [trace] exec <label_unit> at line 100 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 100, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 101 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 101, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 102 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 102, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 105 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 105, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 106 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 106, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 107 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 107, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 108 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 108, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 109 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 109, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 110 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 110, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 111 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 111, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 112 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 112, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 113 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 113, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 114 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 114, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 115 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 115, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 116 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 116, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 117 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 117, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 118 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 118, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 119 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 119, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 120 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 120, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 121 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 121, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 122 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 122, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 123 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 123, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <label_unit> at line 124 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <label_unit>, at line 124, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    label_unit referenced non-existent army
    19:06:54.890 [game.script.exec] [trace] exec <define_unit_group> at line 126 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <define_unit_group>, at line 126, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'General3'
    19:06:54.890 [game.script.exec] [trace] exec <define_unit_group> at line 127 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script] [error] Script execution error for <define_unit_group>, at line 127, in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'General4'
    19:06:54.890 [game.script.exec] [trace] exec <ai_active_set> at line 128 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script.exec] [trace] exec <battle_wait> at line 130 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:54.890 [game.script.timer.battle] [trace] Battle timer started 1.00 @ 88.4, line number 130
    19:06:55.890 [game.script.timer.battle] [trace] Battle timer finished 1.00 @ 89.4, line number 130
    19:06:55.890 [game.script.exec] [trace] exec <set_counter> at line 131 in mods/Stainless_Steel_6/data/scripts/show_me/G5Script.txt
    19:06:55.890 [game.script.counter] [trace] counter <reinf_arrive> = 1
    19:06:56.093 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


  3. #223
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    @krolyn
    "Advantage" is calculated by unit strength - it depends on unit stats.

    Ye, routing script can be surely improved, I wasn't certain if there'd be enough interest. I can't make it dependent on command stars or current morale, there's no suitable code available. I can use random % and being under fire trigger for instance.

    I'm thinking about making some changes to sieges, but currently I'm busy with gathering ideas and trying to solve elephants bug (again... probably with the same result).

    This ctd is caused by reinforcements script, I could never make it "work" in campaign - it often happens when game engine is unable to clear some monitors in custom battles (usually when replaying a battle) or "Show me how" is pressed multiple times during one session when playing a campaign.
    I could use more info: did you play a custom battle before? did you (possibly) press "show me how" during a battle in 1st turn? did you play any battles before? was it in the same turn or in previous turns? were there reinforcements present during your previous and current battle?

    Thx in advance, regards

    P.S. BattleAI switcher isn't in any way connected to MTW, it's a small program that randomly copies AI files.
    I have no memory of this place.

  4. #224

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Quote Originally Posted by Germanicu5 View Post
    @krolyn
    "Advantage" is calculated by unit strength - it depends on unit stats.
    Well, maybe lowering the 1.5 strength threshold...

    Quote Originally Posted by Germanicu5 View Post
    Ye, routing script can be surely improved, I wasn't certain if there'd be enough interest. I can't make it dependent on command stars or current morale, there's no suitable code available. I can use random % and being under fire trigger for instance.
    I didn't quite understood the "being under fire trigger" part but I think probabilistically selecting units to rout can be a bit too much...
    Either the probability is low or we can end up with the best units routing and leaving the defence of the shattered gate to a couple of militias.
    Can you decrease the morale of the units?
    Instead of unit routing you could just decrease a fixed amount of morale. Randomly select some units (with a probability) and decreasing its morale. This way, better units (with better morale) would maintain positions while weaker units (lower morale) had a bigger probability of routing.

    Quote Originally Posted by Germanicu5 View Post
    This ctd is caused by reinforcements script, I could never make it "work" in campaign - it often happens when game engine is unable to clear some monitors in custom battles (usually when replaying a battle) or "Show me how" is pressed multiple times during one session when playing a campaign.
    I could use more info:
    Quote Originally Posted by Germanicu5 View Post
    did you play a custom battle before?
    No.

    Quote Originally Posted by Germanicu5 View Post
    did you (possibly) press "show me how" during a battle in 1st turn?
    I'll assume that the "1st turn" for you is the first turn played since loading the game (not the turn #1).
    If so, I really can't remember...

    Quote Originally Posted by Germanicu5 View Post
    did you play any battles before? was it in the same turn or in previous turns? were there reinforcements present during your previous and current battle?
    yes, there were battles in the campaign in previous turns and a couple of them had reinforcements.

    Don't know if it helps but after the CTD I loaded the game again on the same battle. The advisor pop-up, I clicked "show me how" and started the battle: CTD ater a couple of seconds.
    However, I then tried the same battle again but without clicking "show me how" and it went fine....


    PS - sorry about some confusing sentences but these ideas are not that easy to explain...


  5. #225
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Very interesting, if you still have a savegame, plz upload it, if not, keep one for me in case the game ctd's for the same reason again, it'll be much appreciated.

    Ad. routing script - I'm just limited by the list of conditions game engine allows. There's no way to choose particular units based on their attributes etc. It'd need to be random, based on some factors like random chance for routing when under enemy fire and gates are broken through. Sadly any morale set via commands is locked at this level, so if I set "wavering" it'll stay so until the battle finishes.

    Ad. 1.5 threshold - 1.5 is pretty low, actually it's the lowest value ever for this mod and no other AI I know uses lower value. I'll fiddle with other settings though when I have some spare time.

    Regards
    Last edited by Germanicu5; October 10, 2009 at 02:34 PM.
    I have no memory of this place.

  6. #226

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Quote Originally Posted by Germanicu5 View Post
    Very interesting, if you still have a savegame, plz upload it, if not, keep one for me in case the game ctd's for the same reason again, it'll be much appreciated.
    Here is the save game (see attached). the CTD happened when attacking Bruges:
    - Load game
    - attack Bruges with King (army with 4 spear militias)
    - click "show me how"

    Quote Originally Posted by Germanicu5 View Post
    Ad. routing script - I'm just limited by the list of conditions game engine allows. There's no way to choose particular units based on their attributes etc. It'd need to be random, based on some factors like random chance for routing when under enemy fire and gates are broken through. Sadly any morale set via commands is locked at this level, so if I set "wavering" it'll stay so until the battle finishes.
    well, I just think "setting" to wavering can be a bit too much but ew can give it a try and see how it goes....



    PS
    I know that it has nothing to do with your AI but just a general question:
    in the "descr_campaign_ai_db.xml" file there are these lines:

    <trusted_ally_fs_threshold float="0.2"/>
    <trusted_ally_target_fs_threshold float="0.2"/>
    <trusted_ally_target_human_fs_threshold float="0.2"/>
    <trusted_ally_gs_threshold float="-0.3"/>
    <trusted_ally_target_gs_threshold float="-0.3"/>
    <trusted_ally_enemy_auto_war bool="false"/>


    just wondering why "trusted_ally_enemy_auto_war bool" is set to false. shouldn't the purpose of an alliance be that your allies go to war with you in case you're attacked?
    Last edited by krolyn; October 11, 2009 at 08:50 AM.


  7. #227
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Hmm, it doesn't crash on my PC, I tried 3 times now, even in the night. Maybe check if you have Kingdoms 1.05 patch installed (either check readme or log file - log should have a line as below in the beginning). Otherwise I have no theories, apart from improper installation. Do you use any submod apart from RR/RC ?

    Spoiler Alert, click show to read: 
    16:30:10.968 [system.rpt] [always] CPU: SSE2 (or whatever)
    16:30:10.968 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===


    Ad. routing - setting morale to any level apart from berserk/routing would have no effect on actual troop behaviour - it'd just be informative as set morale level can't change and when I give the control back to AI, it'll go back to steady in 2 seconds.

    Ad. campaign AI - that's a mater of judging whether auto-war with trusted allies' enemies wouldn't cause too much chaos, apparently some AI modders think it would. Ofc you can modify it if you think it'd help, changes are savegame compatible.
    Say you're Spain and you're allied to Cumans, you go to war with France, make peace after a few turns but Cumans have limited means of peacemaking/conducting war activities due to high distance between these 2 and it ends up with fictional 1000 years war .

    Regards
    I have no memory of this place.

  8. #228

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Quote Originally Posted by Germanicu5 View Post
    Hmm, it doesn't crash on my PC, I tried 3 times now, even in the night. Maybe check if you have Kingdoms 1.05 patch installed (either check readme or log file - log should have a line as below in the beginning). Otherwise I have no theories, apart from improper installation. Do you use any submod apart from RR/RC ?

    Spoiler Alert, click show to read: 
    16:30:10.968 [system.rpt] [always] CPU: SSE2 (or whatever)
    16:30:10.968 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    Same version here
    Spoiler Alert, click show to read: 
    10:41:28.625 [system.rpt] [always] CPU: SSE2
    10:41:28.625 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===



    Quote Originally Posted by Germanicu5 View Post
    Ad. campaign AI - that's a mater of judging whether auto-war with trusted allies' enemies wouldn't cause too much chaos, apparently some AI modders think it would. Ofc you can modify it if you think it'd help, changes are savegame compatible.
    Say you're Spain and you're allied to Cumans, you go to war with France, make peace after a few turns but Cumans have limited means of peacemaking/conducting war activities due to high distance between these 2 and it ends up with fictional 1000 years war .
    Well, same happens with crusades/jihad... Join the crusade and automatically declare war on a country on the other side of the map. But I think you're right, it becomes a bit caotic...
    But what is the advantage of alliances, now??


  9. #229
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Hi, I'm having no problems so far using your ai, but it would be nice if ai cavalry or even infantry made an attempt to encircle or flank. Can anything be done in this regard?

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  10. #230

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Quote Originally Posted by Byg View Post
    Hi, I'm having no problems so far using your ai, but it would be nice if ai cavalry or even infantry made an attempt to encircle or flank. Can anything be done in this regard?



    Agreed.

  11. #231
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    I'm doing some work on campaign scripts atm, but I'll have some spare time soon. The issue isn't so big, outflanking is very good (as seen in custom battles), just the pattern along which AI chooses battle plans in a campaign needs to be adjusted - if it's to defend, you won't get any fancy outflanking moves. Ofc if AI is too aggressive, I'll get complaints as well - been there, done that .

    Regards
    I have no memory of this place.

  12. #232

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    hello G5, love your work man. But could I ask u a question about PB's latest compilation and hotfix (oct12b)?

    I just had a siege battle where my army of 9 units had attacked a castle with one unit garrisoned and an army of 9 units (both rebel armies) that had entered in as reinforcements. I had purchased siege equipment (4 sets of ladders and a ram) but left most of the goods on the ground when i started, as to keep ai out of my soon to be fortress...while the other army slowly approached in the distance. After taking the castle center, I had noticed that the reinforcing army had stopped moving and was in a defensive posture @ some distance from my walls...not even close to tower range and they waited there until I won the battle by the clock countdown.

    When I was taken back to the campaign, instead of expecting the unit to retreat the army of 9 units was destroyed instantly.

    Why didn't the ai attempt to take the castle back from me in the battle? There was a battering ram available and unattended...2 sets of ladders were in place (and defended by my units) but is this a problem with the reinforcement scripts (or lack of! I'm just using the RR/RC compilation + hotfixoct12b with his BAI and maybe a good reinforcement script isn't included?)

    any input on what you might think the problem is would be great,
    cheers
    Last edited by TheJigglymonkey; October 12, 2009 at 06:38 PM.

  13. #233
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Hey,

    thx for feedback, justa a quick question, I'll refer to the post as a whole later on. Could you please upload a savegame?

    Regards
    I have no memory of this place.

  14. #234

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    hmm, not sure if your referring to me but I'd be fine with giving you a my saved game but I don't know how.... Which folder can I find it in?

  15. #235
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Quote Originally Posted by Germanicu5 View Post
    I'm doing some work on campaign scripts atm, but I'll have some spare time soon. The issue isn't so big, outflanking is very good (as seen in custom battles), just the pattern along which AI chooses battle plans in a campaign needs to be adjusted - if it's to defend, you won't get any fancy outflanking moves. Ofc if AI is too aggressive, I'll get complaints as well - been there, done that .

    Regards
    Well modders always get complaints and most people who are happy with a mod wont post, but anyway I think aggression is the AI's best weapon unless defending whilst the player has no missiles.
    The thing that really makes battles for me too easy is the hill advantage that I always get, but I understand there's nothing that can be done other than modding a flatter map (which I would prefer).

    Sometimes the ai attacks when defending(and rightly so) but are they less inclined to flank in this scenario?

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  16. #236
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    @TheJigglyMonkey

    They're in Stainless Steel/saves folder, please choose the one made just before the battle (default dir is: C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\saves\).
    PB tried to fix a charge issue and accidentally changed one of settings responsible for better behaviour when far from target, it hasn't been corrected yet in RR/RC releases. It may be connected to hardcoded issues though - I suspect AI might calculate it had no chance and switched to defensive stance while smart CA programmers forgot to exclude sieges from such scheme. Reinforcements script would help, as it would force the army to move inside the settlement.

    @Byg
    Nothing can be done about hill advantage atm. I'm wondering... maybe I could put a timer on deployment so that player doesn't get so much time to do that (depending on size of player's army ~1-2 mins).

    According to my knowledge AI performing an actual attack even when initially defending should include full flanking features etc, if you have a spare savegame with possibly interesting campaign battle setup, I'll gladly test it - custom battles don't include full complexity of AI's behaviour and battles I play during a campaign may just lack certain circumstances.

    Regards
    Last edited by Germanicu5; October 13, 2009 at 03:29 AM.
    I have no memory of this place.

  17. #237
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, FIX FOR HARDCODED HORSE ARCHERS BUG### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts

    I'm stil doing some campaign-related scripts, but I've decided to release very basic result of my long research on changing bugged hardcoded behaviour (it's very simple and yet extremely effective). Hopefully there's more to come as I learned to split AI's army into self-sufficient combatant groups etc.

    This code fixes one of the most annoying (due to lack of proper basic AI settings) - the totally passive behaviour of armies composed mainly of cavalry (mostly comon with HA).

    Scripts are meant to be used with October releases of my AI (the ones requiring clicking advisor).
    Fix for bugged hardcoded behaviour of armies mainly consisting of cavalry:
    HA FIX + scripts
    below, unpack to the main SS dir, enjoy.
    Last edited by Germanicu5; October 13, 2009 at 08:31 AM.
    I have no memory of this place.

  18. #238
    Byg's Avatar Read The Manual
    Patrician

    Join Date
    Nov 2005
    Posts
    4,569

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, STAKES ENABLED FOR CUSTOM BATTLES### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts #Universally compatible version available#

    Quote Originally Posted by Germanicu5 View Post

    @Byg
    Nothing can be done about hill advantage atm. I'm wondering... maybe I could put a timer on deployment so that player doesn't get so much time to do that (depending on size of player's army ~1-2 mins).

    According to my knowledge AI performing an actual attack even when initially defending should include full flanking features etc, if you have a spare savegame with possibly interesting campaign battle setup, I'll gladly test it - custom battles don't include full complexity of AI's behaviour and battles I play during a campaign may just lack certain circumstances.

    Regards
    You'd have to make setup time less than 3 seconds to prevent me deploying on a hill and even then after deployment phase it is often, but not always easy to 'turn' the ai off a hill and place myself there. I kind of like the idea of no deployment phase though, it would certainly cause some battles to be lost and give the AI an equal chance initially.
    Last edited by Byg; October 13, 2009 at 08:10 AM.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  19. #239
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,119

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, FIX FOR HARDCODED HORSE ARCHERS BUG### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts

    I'm pretty sure I can make GGR (G5's Grim Reality ) for battles .
    Here's a little attempt on more "siege thrill", I dusted it at krolyn's request - this version, now called Panic Script, gives a 50% chance of switching off your cursor for 10 secs when enemy breaks gates/walls . Dodge this.
    Last edited by Germanicu5; October 13, 2009 at 08:31 AM.
    I have no memory of this place.

  20. #240
    Gorrrrrn's Avatar Citizen
    Join Date
    Jan 2007
    Location
    here
    Posts
    5,546

    Default Re: ReallyBadAI Overhaul v2.03 >HOTFIX October 9 v2< ###TOTALLY REWORKED, FIX FOR HARDCODED HORSE ARCHERS BUG### - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts

    G5

    testing the the new RC/RR compilation.
    Very impressed with one battle where AI took a strong defensive position - on a hill, heavily wooded and then deployed stakes in the wood.
    Suffice to say that my men exited the wood faster when they went in and facing the other direction.
    I managed to rally a few and held my start position.
    AI regrouped its forces and then swept out from its defensive position and swept me off the field of battle.
    (OK next time I don't use city militia types out in the open!!)
    Textbook.

    --

    However, I was testing a set-up for the TO, giving them catapults so they can assault towns better.
    A couple of times I forgot to give them any ladders, rams etc in custom battles.
    Both times the catapults targeted the gateways and nowhere else. Ran out of ammo. No damage to gate. End of battle.
    When the TO had ladders the catapults targeted the walls. Army attacked when 1 breach open.
    (not sure if that was lack of ammo, or scripted that way.)

    Can catapults be targeted on walls and not gateways by the AI?
    Can they have more ammo, and can the AI delay attacking until ammo exhausted or 2 breaches made?

    thankee.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •