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Thread: Hoplites and AI, Questions?

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  1. #1

    Default Hoplites and AI, Questions?

    Hi,

    To my knowledge, when hoplites charged into battle, they still retained formation (historically speaking). When I played this mod and made the hoplites attack, they charged, running in a somewhat loose and disorganised formation, then eventually retaining it's tight "Shield Wall" formation. I enabled guard mode, in tight formation and shield walls on. Is it supposed to be like that? Im not saying this is bad, in fact, this mod probably has the best hoplites from any other mod in Rome Total War, but I find this as a minor problem.

    Also, the AI is somewhat dumb, like they will chase my stray Calvary which is running away. Why isnt it possible to maintain the same AI which was present in Rome Total War Vanilla?

    Great mod btw,

    thanks
    Last edited by Pelopidas_Of_Thebes; July 24, 2009 at 06:19 AM. Reason: spelling

  2. #2
    Spartan198's Avatar Protector Domesticus
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    Default Re: Hoplites and AI, Questions?

    The AI in XGM always seemed better than vanilla to me...

  3. #3

    Default Re: Hoplites and AI, Questions?

    Quote Originally Posted by Spartan198 View Post
    The AI in XGM always seemed better than vanilla to me...
    During battle, my main army was fighting the opponent. Then I sent my Calvary in and withdrawed, running away to a far distance. The enemy AI then sent 2 hoplites after it, during a long pursuit, causing it to be isolated and exahausted. If it didn't do that, I would have lost. :/

    Regarding back to the first question... about the hoplites?

  4. #4
    Total Roach's Avatar Ducenarius
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    Default Re: Hoplites and AI, Questions?

    Quote Originally Posted by Pelopidas_Of_Thebes View Post
    During battle, my main army was fighting the opponent. Then I sent my Calvary in and withdrawed, running away to a far distance. The enemy AI then sent 2 hoplites after it, during a long pursuit, causing it to be isolated and exahausted. If it didn't do that, I would have lost. :/

    Regarding back to the first question... about the hoplites?
    Strange, if the AI sends any infantry unit to chase one of my cavalry units they always give up and return to the main body of their army when they get too far away. The AI using the BI exe is definitely better than Vanilla RTW. As for your hoplite issue. Maybe it's because you are attacking with guard mode on, also could be that your lead men in the unit make contact before they formation catches up. Also I rarely use shield wall to attack so I can't help you understand how that works. Best thing to suggest while you wait to get better advice from Dime & Co is to do some experimenting in custom battles.

  5. #5

    Default Re: Hoplites and AI, Questions?

    Quote Originally Posted by Total Roach View Post
    Strange, if the AI sends any infantry unit to chase one of my cavalry units they always give up and return to the main body of their army when they get too far away. The AI using the BI exe is definitely better than Vanilla RTW. As for your hoplite issue. Maybe it's because you are attacking with guard mode on, also could be that your lead men in the unit make contact before they formation catches up. Also I rarely use shield wall to attack so I can't help you understand how that works. Best thing to suggest while you wait to get better advice from Dime & Co is to do some experimenting in custom battles.
    Agree,
    That minor glitch is somewhat annoying since it reduce hoplite effectiveness, moreover Spartan Royal Guard..

  6. #6
    DimeBagHo's Avatar Praeses
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    Default Re: Hoplites and AI, Questions?

    Guard mode will help them keep their formation better, but unfortunately the tendency of units to break apart as they charge (the front ranks run ahead of the rear ranks) is hard coded. I don't think there is any way to fix that behaviour.

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