Hi all, I made some battle AI for DLV and I hear it's quite good, so here's my approach to battle AI adjusted to TA:TW for your enjoyment
Features in brief:
- Uses flanking well. Cav will typically avoid stakes and frontal charges vs anticav.
- Very aggressive, usually will not try to outshoot you before engaging in melee.
- In most circumstances on the field it guards missile troops and tries to counter flankers.
- Siege defence is the best I have seen, particularly with larger settlements that have large garrisons. Many BAI's use settings which cause stages to pass too quickly or even be missed resulting a boring 'get through the gate then fight them in the square' everytime, I've tried to avoid this and to encourage the AI to go on the offensive when it thinks it is winning.
- Siege offence is aggressive and does not stall, ladders and siege-towers are more effective but the focus is on the gate or breach.
- An unusual point with the siege mechanics is that in most cases the "hold the square" timer is disabled and as a result AI forces will often defend the city defences rather than fall back. This prevents many exploits or so-called "clever tactics" that use an unrealistc gameplay element - the timer. The approach also encourages the AI to make maximum use of towers to thin your ranks.
- It raises wall and tower HP to allow more time for the AI to react to breaches. It also increases the manning radius for gateways.
- Another important feature is that freezing during sieges has been eliminated.
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I've adjusted it to fit RC which offers the best battle mechanics available so you will need to install Real Combat for TA:TW submod before you install this: Attachment 41832 Just stick the contents in "...\mods\Third_Age\data".
Changelog:
v0.2 - 07/05/09: Campaign relevant variables better adjusted to suit TA:TW, based on the assumption that the previous BAI's values had been tuned for the CAI.
v0.3 - 08/05/09: Adjustments to improve flexibility, an attempt to better cope with the huge variation in army composition TA:TW is capable of.
v0.4 - 10/05/09: Alteration to better accomodate the awesome Germincu5 'AI stakes deployment script' (now in TA:TW+RC). Plus some fixes and tweaks.
v0.5 - 11/05/09: Adjustmented to better fit present RC. Reduced wall HP a touch.
v0.6 - 12/05/09: Keeping up with PB's bugfixing. Sally-out routine made more stable.
v0.7 - 13/05/09: Numerous tweaks. Revised siege defence and made it more flexible and responsive. Reduced wall/defence hp, roughly balanced to AI response times. Compatible with RC for 1.1.
Let me know if you have any problems or questions, feedback will be much appreciated![]()




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, I don't mind correcting! 








