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  1. #1
    Luntik's Avatar Biarchus
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    Default Battle AI mod

    Its just the battle AI

    v1.1 -> no chickendancing

    It all changes, which makes my mod:
    groupformations.bin
    _kv_morale (many changes)
    _kv_rules (3 lines)
    battle_entities (2 lines)
    unit_abilities (1 lines) removed F&A
    unit_stats_land_experience_bonuses (increases Morale_Bonus)

    Download Link http://www.filefront.com/15615989/ce...e_AI_v1_1.pack

    Download cetw_Battle_AI_v1_1.pack and put it to your [...]empire total war/data folder

    Please note that the record
    mod cetw_Battle_AI_v1_1.pack;
    should be in the first top row of file user.empire_script

    To make the mod better, I need to know your opinion
    Last edited by Luntik; February 21, 2010 at 11:49 AM.

  2. #2

    Default Re: Battle AI mod

    Quote Originally Posted by Luntik View Post
    Its just the battle AI

    v1.1 -> no chickendancing

    Download Link http://www.filefront.com/15615989/ce...e_AI_v1_1.pack

    Download cetw_Battle_AI_v1_1.pack and put it to your [...]empire total war/data folder

    Please note that the record
    mod cetw_Battle_AI_v1_1.pack;
    should be in the first top row of file user.empire_script

    To make the mod better, I need to know your opinion
    Lutnik,

    Myself, and others on this forum, are interested in your work. I have tested your mod a little bit but need to do more before I give any feedback. I've noticed a change in BAI behavior but I can't put my finger exactly what is different. In some battles the melee bug seems to be less, in others it is worse. Did you change formations too? I noticed the AI using some new formations.

    What changes have you made to help with chickendancing and excessive maneuvering?


    .

  3. #3
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Yes, cetw_Battle_AI and cetw_Battle_AI_v1_1 make changes to groupformations.bin

    cetw_Battle_AI_v1_1 adds changes in tbl battle_entities

  4. #4

    Default Re: Battle AI mod

    Very good work comrade.

  5. #5
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Well, gentlemen, I have just tested cetw_Battle_AI_v1_1 and Darthmod.
    Result of joint testing Darthmod (darthmod_empire_lite_53) and cetw_Battle_AI_v1_1 not encouraging,
    it is best to use these mods separately.
    Vanilla for cetw_Battle_AI_v1_1 - the best choice.
    And please remember that the record
    mod cetw_Battle_AI_v1_1.pack;
    should be in the first top row of file user.empire_script

  6. #6

    Default Re: Battle AI mod

    Luntik,

    Going to test this now. Do I need both cetw_Battle_AI and cetw_Battle_AI_v1_1 in my data folder or just v1.1?

  7. #7
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    only cetw_Battle_AI_v1_1

  8. #8

    Default Re: Battle AI mod

    Well, I'm really surprised nobody else has posted about this yet.

    I did a series of custom battles to test. Overall I found this to be a HUGE improvement. I saw very little occurences of "leapfrogging" "chickendancing" or endless shuffling of AI units. For someone looking to lessen the poor BAI activity known as the "Melee bug" but still want to play vanilla...this is your mod.

    Luntik, if I can ask...what are unknown columns 2,3 and 4 in battle_entities_tables? I noticed you changed some numbers in those columns, what effect does that have because it seems to do the trick. Also, have you disabled fire & advance?

    My only complaint would be that AI units are still a little quick to form squares. Is it possible to lessen their tendency to do this even more?

    +rep for this

  9. #9
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Quote Originally Posted by ♔Dignan♔ View Post
    Luntik, if I can ask...what are unknown columns 2,3 and 4 in battle_entities_tables?
    changed, tried, analyzed
    That's the motto for those who are engaged moding B.A.I.

    In tbl "battle_entities" I was clear, or roughly understand the appointment of the appointment of all columns except for 10 11 12 (unknown2 3 4). I could understand well that these 3 columns are interconnected.
    I put forward the hypothesis that these columns are responsible for the relative position of the unit on other units.
    Then
    changed, tried, analyzed
    changed, tried, analyzed
    and of course
    changed, tried, analyzed

    ps
    I could be wrong
    pps
    sorry for my English

  10. #10

    Default Re: Battle AI mod

    Hi Luntik!

    I tried your mod with the latest Imperial Splendour mod...I must say that I was nicely surprised with the improved units behaviour with your AI modification in already great IS mod...

    Very well done,mate...

    PS

    I'm also curious what other files are for in your user.empire script!

  11. #11

    Default Re: Battle AI mod

    the download link doesnt work and i would really like to play this :/ can you please update it

  12. #12

    Default Re: Battle AI mod

    Quote Originally Posted by scottm697 View Post
    the download link doesnt work and i would really like to play this :/ can you please update it
    Try Darthmod. The BAI in that mod has incorporated the changes from this mod, then improved upon them many times over.

  13. #13
    DukeofMarlborough99's Avatar Foederatus
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    Default Re: Battle AI mod

    Hello sir!

    The link seems to be dead, is there anyway I can get a hold of this Mod?

    Thanks in advance!

  14. #14

    Default Re: Battle AI mod

    Quote Originally Posted by Luntik View Post
    changed, tried, analyzed
    That's the motto for those who are engaged moding B.A.I.

    In tbl "battle_entities" I was clear, or roughly understand the appointment of the appointment of all columns except for 10 11 12 (unknown2 3 4). I could understand well that these 3 columns are interconnected.
    I put forward the hypothesis that these columns are responsible for the relative position of the unit on other units.
    Then
    changed, tried, analyzed
    changed, tried, analyzed
    and of course
    changed, tried, analyzed

    ps
    I could be wrong
    pps
    sorry for my English
    That would make sense as your mod has seemed to change how two AI units react when overlapping. I assume you've tried other values in these columns?? Lowering? Increasing??

    I like the motto for BAI modders...perfect

  15. #15
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Thank you, gentlemen,
    ♔Dignan♔, 33tl4m3r, Germane, agnes69, joedreck, Oby
    and again ♔Dignan♔

    Quote Originally Posted by ♔Dignan♔ View Post
    That would make sense as your mod has seemed to change how two AI units react when overlapping. I assume you've tried other values in these columns?? Lowering? Increasing??
    I think - there is no limit to perfection.
    In these 3 columns hidden some potential. By changing the values in these columns 3, we can obtain interesting results

  16. #16

    Default Re: Battle AI mod

    ♔Dignan♔
    Write about what?
    There is a mod named DM which already include changes in the 4 Kv_tables for solving this problem. Group-formations.bin is already changed for not having melee bug.
    JM includes the solution for the melee bug too, and other variations for improving the BAI & CAI.
    Changes in unit stats are required too...

    Sinuhet formations is other mod which can be considered as an alternative for improving the AI.

    This mod uses a groupformations file for vanilla, but there are already 3 mods: DM for vanilla (maybe not fully optimized), JM for vanilla (Myshkin optimized it with excellent results only for vanilla, then I do the same for DM sizes) and Sinuhet AI mods (formations and other).

    So for me, there is nothing to say. Nothing different, nothing new.

    Not negative criticism, just objectivity. The solution for melee bug was released a few months ago, if you post a new mod add something new but non other values in Kv_tables.

    I have re-read my post and I hope you don't misunderstood it.

    Lord Nova
    I left TWC and figured Lethal had a good run, I believed that other mods like Imperial Splendor and Darthmod would be the big beef mods and most would gravitate towards those, I didn't imagine people would still be checking this out.
    Isabelxxx
    I don't post my mod in this sub-forum for that reason. I prefer not having 500 users downloading and asking about basic questions... At least in DM sub-mod forums I have not this problem (ironically as I said it's not a sub-mod).
    I don't pretend to write negative criticism about other mods different than DM (AI) but as I said:
    Not negative criticism, just objectivity. The solution for melee bug was released a few months ago, if you post a new mod add something new but non other values in Kv_tables.
    If you want a different comment by me or feedback by other users give us something more.
    Last edited by Isabelxxx; February 18, 2010 at 06:38 PM. Reason: Explanation for not starting a discussion.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  17. #17

    Default Re: Battle AI mod

    Isabelxxx,


    I basically see two positive things about this mod:

    1) I am well aware of Darthmod (I am a user of it ) and I think it did wonders for the battle AI. However, many many people have asked for a straight BAI mod for just vanilla that doesn't come with a lot of other changes. Not everyone likes to play big, total conversion mods. So for that purpose...this mod has a lot of potential.

    2) Have you actually tried this yet? Because I did and I saw behavior with Luntik's mod in the AI that I never saw in Darthmod. Units seemd to be more aware of where their fellow units were and didn't overlap as much. He has made some different changes to stats in "battle_entities_tables" that aren't in any other mods. So in addition to #1, this mod may actually have made a new advance to improve the BAI. I simply wanted to see what others thought to make sure I didn't just have a few "lucky" battles.

    I know I said I had two points but...

    [QUOTE=Isabelxxx;6795549] The solution for melee bug was released a few months agoQUOTE]

    3) I don't think a final solution for the melee bug has been found. Even in Darthmod, I still get some overlapping, leapfrogging, etc. etc.

    Always good to have more than one or two people looking at this problem and trying to fix it, don't you think?
    Last edited by ♔Dignan♔; February 18, 2010 at 09:04 PM.

  18. #18
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Dignan, Isabelxxx, thanks, your opinion is important to me.

    And now a little advertising for my mod
    Сustom battle Spain (AI) vs Portugal (human)
    Hard difficulty
    Spoiler Alert, click show to read: 


    cazadores - AI Advantages


    Portugal disposition

    Span attack

    right flank (Portugal)

    left flank (Portugal)

    view from the center (Portugal)

    Spain charge 1


    Spain charge 2


    Spain charge 3


    final


    my user.empire_script
    Spoiler Alert, click show to read: 

    mod cetw_Battle_AI_v1_1.pack;
    mod cetw_strong_wall.pack;
    mod cetw_ai_tuning.pack;
    mod cetw_icons.pack;
    mod cetw_add_units_v1_1.pack;
    mod cetw_aor_v1_1.pack;
    mod mod_ornamentum_full13.pack;
    mod mod_ornamentum_french.pack;
    mod brightworks_mod.pack;
    mod TGOTRElight15.pack;
    mod mod_BSM_4_1_Light_1_5.pack;
    mod Grenadiers1_0.pack;
    mod patch_aum_graphics.pack;
    mod mod_soundv3.pack;
    mod fifesndrums.pack;


  19. #19

    Default Re: Battle AI mod

    This mod is perfect for those who by virtue of utilization of reasons does not make DM.

  20. #20

    Default Re: Battle AI mod

    The Battle AI works really fine, Luntik - you make a very good Job! Can you tell us where we find your other cetw-mods? And what this do? (Cetw_ai_tunings etc..)

    Regards Germane

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