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Thread: Request: Simple Mod to improve AI

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  1. #1

    Default Request: Simple Mod to improve AI

    I searched for this already.

    Every single time I siege a settlement this is what happens.

    1. I make sure my force is superior (usually by 25-50%) AND there is no time limit (time limit is too unrealistic for me) AND setting is Very Hard/VH
    2. I line up my infantry in loose formation right at the green deployment line
    3. Archers go behind the infantry in loose formation
    4. Ballista go behind archers in standard formation
    5. Horse archers go on flanks in loose formation
    6. SIEGE starts
    7. AI usually has 2-3 archer units on the walls vs my 7-8 archer units (and foe has about twice as many infantry as me). My archers cut them down to about 50% numbers before...
    8. AI sends out 2-4 infantry units in a stretched out trickle, these get cut down to 50% before they contact the front line

    9. Problem starts here: Rather than swallow the losses and try and overwhelm and outflank me with superior number of infantry, the AI has their infantry go back inside the settlement (not routed just running). During this, they get arrows in their backs.

    10. Now the entire AI force has suffered about 25% casualties.
    11. Next, I finish wiping out the AI archers on the walls
    12. Next, I slowly creep my entire force close to the wall while maintaining formation and now my archers start hammering the AI troops clustered in the center of the settlement (arrow range ~150). This kills off tons of them. Usually the AI sends one unit towards me and my archers concentrate on it and make it route.

    So here is what I would like...very simple I hope.

    I want a statement like:

    IF AI casualties => 10% AND Player casualties <= 1% THEN admit current strategy is crap and rush every single AI unit straight at the player, stopping for nothing, waiting for nothing, out the front and side gates with everyone!

    Please help, this game is too boring when I kill a thousand foes for every ten I lose.

  2. #2

    Default Re: Request: Simple Mod to improve AI


  3. #3

    Default Re: Request: Simple Mod to improve AI

    Quote Originally Posted by blindbladexxx View Post

    Hmm, I tried the ReallyBadAI v0.882 and nothing changed.
    I guess I'll try the G5BAI switching thing next.
    Thanks

  4. #4

    Default Re: Request: Simple Mod to improve AI

    Installed G5BAI switcher alone (no ReallyBadAI installed)

    Encountered 2 archer units and 4 infantry across a bridge...

    AI sent one archer unit to bridge...

    My 6 archer units starting out in loose formation killed them

    AI sent second archer unit to bridge...dead too.

    The 4 infantry just scooted around a lot on the other side of the bridge while my archers killed them all.

    This sucks.

    Repeat request for AI mod that just rushes everything at me.

  5. #5

    Default Re: Request: Simple Mod to improve AI

    Quote Originally Posted by shinyhalo View Post
    Installed G5BAI switcher alone (no ReallyBadAI installed)

    Encountered 2 archer units and 4 infantry across a bridge...

    AI sent one archer unit to bridge...

    My 6 archer units starting out in loose formation killed them

    AI sent second archer unit to bridge...dead too.

    The 4 infantry just scooted around a lot on the other side of the bridge while my archers killed them all.

    This sucks.

    Repeat request for AI mod that just rushes everything at me.
    I thought you needed G5BAI for the BAI switcher to work...?

  6. #6

    Default Re: Request: Simple Mod to improve AI

    let me guess, you're playing vanilla TA:TW as one of the Elf factions? You've super archers that simply pawn the enemies from a far. Why don't you play as an infantry oriented faction or switch to Real Combat, you'll find it more challenging and fun.

  7. #7

    Default Re: Request: Simple Mod to improve AI

    Quote Originally Posted by Hektor27 View Post
    let me guess, you're playing vanilla TA:TW as one of the Elf factions? You've super archers that simply pawn the enemies from a far. Why don't you play as an infantry oriented faction or switch to Real Combat, you'll find it more challenging and fun.
    Because I don't think it's too much to ask of a game to simply rush me if the kill count isn't going in it's favor.

    And I'm at the beginning of the campaign too so my archers have damage 5...if the AI would just rush everything at me I would lose half the battles I've fought.
    Last edited by shinyhalo; June 07, 2009 at 10:45 PM.

  8. #8

    Default Re: Request: Simple Mod to improve AI

    Quote Originally Posted by shinyhalo View Post
    Because I don't think it's too much to ask of a game to simply rush me if the kill count isn't going in it's favor.

    And I'm at the beginning of the campaign too so my archers have damage 5...if the AI would just rush everything at me I would lose half the battles I've fought.
    It will not be more difficult if the AI just rushes you as you will F them up on the approach and then they will rout and get F'd up more. Plus you can always just skirmish, only their cavalry will be able to catch you. Which would probably just be their general charging to his death.

    Just don't use as many archers, try to balance your army to make it more difficult, the AI is not smart enough for an actual "strategic battle." The number of heroic battles I have had is off the charts, and it is usually when I have a bunch of archers, or cavalry. I had four heroic victories in one turn with the same army and general, destroyed four full stacks and only lost like 600.

    If you really want the AI to just charge you, just play ETW
    Last edited by alreadyded; June 07, 2009 at 11:26 PM.

  9. #9

    Default Re: Request: Simple Mod to improve AI

    Quote Originally Posted by alreadyded View Post
    It will not be more difficult if the AI just rushes you as you will F them up on the approach and then they will rout and get F'd up more. Plus you can always just skirmish, only their cavalry will be able to catch you. Which would probably just be their general charging to his death.

    Just don't use as many archers, try to balance your army to make it more difficult, the AI is not smart enough for an actual "strategic battle." The number of heroic battles I have had is off the charts, and it is usually when I have a bunch of archers, or cavalry. I had four heroic victories in one turn with the same army and general, destroyed four full stacks and only lost like 600.

    If you really want the AI to just charge you, just play ETW
    My six archer units can whittle an AI unit down to about 25% from the time it gets in range to the time it contacts the front line. Obviously, if they sent four units at me, three of them would make contact at near full health.

    Now, explain to me why you think the AI won't do better by sending all of their units in a mad rush against me?

    Repeating request for a mod that makes the AI abandon all strategy besides rushing every unit at me.
    Even some tips regarding editing the files myself would be a help.
    Thanks

  10. #10

    Default Re: Request: Simple Mod to improve AI

    Quote Originally Posted by Hektor27 View Post
    let me guess, you're playing vanilla TA:TW as one of the Elf factions? You've super archers that simply pawn the enemies from a far. Why don't you play as an infantry oriented faction or switch to Real Combat, you'll find it more challenging and fun.
    I'm using RC and RR - same issue.

    The AI just doesn't grasp the concept of a balls out rush.
    "When I die, I want to die peacefully in my sleep, like Fidel Castro, not screaming in terror, like his victims."

    My shameful truth.

  11. #11

    Default Has any AI fixed the under missle fire confusion?

    Threads merged.

    I'm enjoying playing the wood elves due to their archery centric armies, mowing down hordes of orcs.

    The problem lies in that often in the open field, not matter what AI I'm using, the computer seems to get confused and just stands there, sometimes running forward, sometimes reforming, sometimes charging and then stopping right before they would be fighting, taking the archery fire when the obvious AI should just be a head on running charge. Ironically I'd think this is the most simple of AI's there is, basically everyone attack, and very fitting for orcs.

    This issue has let me destroy entire armies without a single casualty which does take a bit of the fun out of it. I used BadAI with the switcher, I used the current RC/RR (which does a little better), but the same problem exists.
    Last edited by Jean=A=Luc; June 08, 2009 at 01:22 PM.
    "When I die, I want to die peacefully in my sleep, like Fidel Castro, not screaming in terror, like his victims."

    My shameful truth.

  12. #12
    Vifarc's Avatar Senator
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    Default Re: Has any AI fixed the under missle fire confusion?

    Think about Boromir, each arrow hitting him did disrupt his move.

  13. #13
    PSIHOPAT's Avatar Senator
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    Default Re: Request: Simple Mod to improve AI

    I think if RC remove "reform the line ability" if units charge...can give some improvements.Cavalery for example dont hold to reform the line.

  14. #14
    PSIHOPAT's Avatar Senator
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    Default Re: Request: Simple Mod to improve AI

    Even in close combat AI make one fatal mistake > if they take heavy casualties,AI retreat units,reform and atack again.Hold to reform and retreat to reform must be removed in mi opinion.

  15. #15

    Default Re: Request: Simple Mod to improve AI

    Quote Originally Posted by PSIHOPAT View Post
    Even in close combat AI make one fatal mistake > if they take heavy casualties,AI retreat units,reform and atack again.Hold to reform and retreat to reform must be removed in mi opinion.
    Thank you! Finally some ideas...

    I found some "reform" text in config_ai_battle.xml, but not sure what the values signify:

    <reform>
    <offset>30</offset>

    <formation>ai_settlement_attack_reform</formation>

    <percentage-formed>20</percentage-formed>

    <advance-timer>1.0</advance-timer>

    <siege-equipment-advance-timer>4.0</siege-equipment-advance-timer>
    </reform>

    This also looks interesting:

    <sally-out>
    - <!-- distance from the settlement to rally before initial attack -->
    <rally-distance>50.0</rally-distance>

    - <!-- interval to repeat the sally out order at (in 1/10ths of a second) -->
    <order-repeat-rate>300</order-repeat-rate>

    </sally-out>





    I wonder if I set the rally-distance to 1, if they will just start their attack as soon as they get out the gate instead of waiting for others.

    One big problem is the AI desire to defend the center of the settlement like some kind of lame capture the flag game instead of real war. Any ideas on how to make them forget about that tactic?

    Here is a small contribution I figured out. When an infantry unit rushes towards archers they seem to stop, turn around and wait for the laggers to catch up. This gives the archers an extra volley of arrows each time they do it and they do it about 10 ten times before they finally enter melee. Well, if you set all charge distances to 60 in export_descr_unit.txt, the infantry will start their charge from far away and the charge doesn't seem to be subject to this absurb "wait for the others" feature (which may be the same as the Hold to Reform feature PSIHOPAT mentioned)

  16. #16

    Default Re: Request: Simple Mod to improve AI

    How about this line?

    <!-- if our force strength is this value times the attacker's strength then sally out -->
    <sally-out-ratio>2.5</sally-out-ratio>

    If I set it to .1 will they all sally the F out even if they think they are only 10% of my strength?

  17. #17

    Default Re: Request: Simple Mod to improve AI

    <repel-attackers>
    <!-- criteria for moving to the next stage -->
    <progression-criteria>
    <!-- percentage of the enemy force that has made it inside (on ground or walls) -->
    <enemy-penetration>0.0</enemy-penetration>
    <!-- percentage of breaches we can tolerate - set to 0 to tolerate no breaches -->
    <breach-threshold>0.0</breach-threshold>
    <!-- is the plaza threat over this level -->
    <plaza-threat>15.0</plaza-threat>

    Will setting plaza-threat to 150 diminish the importance of defending the plaza?

  18. #18
    PSIHOPAT's Avatar Senator
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    Default Re: Request: Simple Mod to improve AI

    Trie to make modification changing just one number and enter in custom battle.Chose one one devastating unit for you and another moderate for AI.Set speed 6x and watch the results.If AI dont reatreat unit for reforming...this its the answer.After that make one copy,ask for permision and give this imrovement to all people.Good luck.

  19. #19
    PSIHOPAT's Avatar Senator
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    Default Re: Request: Simple Mod to improve AI

    <plaza-threat>15.0</plaza-threat>

    Will setting plaza-threat to 150 diminish the importance of defending the plaza?
    I think "plaza-thread 30.0" (3 min) its the time set after you capturing plaza.If you set time to 15...Ai send units to capture plaza after half of time its gone. ....maybe ... just one ideea

    If you have one save game when your troops siege one castle,you can find the answer very fast.If not..make one.

  20. #20
    axnsan's Avatar Protector Domesticus
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    Default Re: Request: Simple Mod to improve AI

    <!-- is the plaza threat over this level -->
    so i suppose tat you need to lower the value for diminishing plaza importance

    plaza counter is a totally different entry

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