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  1. #1

    Default Re: Battle AI mod

    Hi all,

    I just tried the new BAI mod posted here and it was a complete failure!

    I had squares forming and an ULTRA fast melee-nose diving toward the center of your line mess!

    I DID however have other mods:

    -Battalion flags
    -brightworks mod
    -BSM mod
    -No trails mod
    -tighterformations mod
    -weaponsfx mod
    -equipment tweak mod

    If I'm not supposed to have any other mods, let me know folks! Otherwise this mod flopped.
    hellas1

  2. #2

    Default Re: Battle AI mod

    Quote Originally Posted by hellas1 View Post
    Hi all,

    I just tried the new BAI mod posted here and it was a complete failure!

    I had squares forming and an ULTRA fast melee-nose diving toward the center of your line mess!

    I DID however have other mods:

    -Battalion flags
    -brightworks mod
    -BSM mod
    -No trails mod
    -tighterformations mod
    -weaponsfx mod
    -equipment tweak mod

    If I'm not supposed to have any other mods, let me know folks! Otherwise this mod flopped.
    hellas1
    I would get rid of tighterformations for now. Also, put Luntik's mod at the top of your mod lister in the MM

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

    may be expired, you have it properly stored?(joke)
    I think you need to check user.empire_script
    Last edited by Luntik; February 20, 2010 at 12:52 PM.

  4. #4

    Icon14 Re: Battle AI mod

    Ok.... I just tested this mod whith IS.... And i must say it was a great improvment on battel AI. The AI relly gave me a god fight and they did not melee or chicken danse. They formd fire lins and fired back on me. Fantastic mod. Thanke you wery mutch for this...

  5. #5
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Battle AI mod

    Impressive results so far and without modifying anything it stacks right on top of APE: TI with no problems!

    Great work and thanks again for the effort! I'll let you know how things go with more battles.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  6. #6

    Default Re: Battle AI mod

    I did a Sweden(me) vs. Russia(CPU) battle.

    Russia advanced its troops in an orderly fashion. Not a lot of criss crossing, in fact none.

    However a bunch did charge into melee which was a bit disappointing at first until I realized this was Russia I was fighting.

    Some of their light infantry troops did act strangely while they were close to artillery. They acted like they wanted to charge but would stop after taking one step and raise their guns but after raising them they would go back into a charge stance and take a step then stop again. But cannons were able to utterly destroy them with canister.

    Overall I would say this is just the mod I am wanting. It took a lot to get the Russians to route. I will try another faction that did not historically love bayonet charges
    May your road lead you to warm sands.

  7. #7

    Default Re: Battle AI mod

    Great job. Always appreciate effort in the field of AI improvement. Let the testing begin!

    Deciphering The Zodiac - Check It Out!

  8. #8
    Tired of TWC Arrogance
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    Default Re: Battle AI mod

    All,

    Well, I tested Lutnik's great work against Darths new 5.4 into which he has merged this (Lutnik's) mods.

    Well, I prefer Lutnik's work alone at this point with vanilla (plus some reskin mods). Here are observations of British v French (AI), 14 versus 17 units, combined arms:

    1. AI units advance in better order. Darth 5.4 units still get muddled together somewhat.
    2. AI fired and charged at different parts of the line - flanked me on both ends of my line with a fierce charge in the centre.
    2. Artillery advanced and fired and repositioned sensibly. Darth AI artillery still bunches together and does not seem to find good firing positions
    3. AI cavalry are just a nightmare (in a good way)! - Flanking and coming back at you from nowhere. No hanging back with the artillery for too long which is a problem I have with Darthmod.
    4. The AI grenadiers use grenades effectively and ruthlessly, especially in flanking. Very few suicide throws as they seem to get lined up properly.
    5. All this is acheived without the long musket ranges required in Darthmod - more realistic and better to watch.

    PS: Not sure if it's Lutnik or just vanilla, but the variability of troop routing is greater - sometimes units flee quickly, other times they fight to the bitter end (literally to the last man)... adding a great sense of uncertainty and some herioc moments. For example, I watched an exhausted AI unit of 30 Swiss Guard charge a unit of 50 of my British Grenadiers - what a hum-dinger of a brawl! I just sat back and watched the fight (hoping the other units could take care of themselves for a while). Then, when a couple of the Swiss soldiers stepped out of the melee, and I watched them hurriedly loading their muskets and shoot two British soldiers at point blank inside the melee I was amazed! And then those Swiss beggars got stuck into the melee again. Great stuff!

    Lutnik, this is great - thank you. I'd rep you again if I could.
    Last edited by Pdguru; February 20, 2010 at 04:16 PM.

  9. #9

    Default Re: Battle AI mod

    Quote Originally Posted by ♔Pdguru♔ View Post
    All,

    Well, I tested Lutnik's great work against Darths new 5.4 into which he has merged this (Lutnik's) mods.

    Well, I prefer Lutnik's work alone at this point with vanilla (plus some reskin mods). Here are observations of British v French (AI), 14 versus 17 units, combined arms:

    1. AI units advance in better order. Darth 5.4 units still get muddled together somewhat.
    2. AI fired and charged at different parts of the line - flanked me on both ends of my line with a fierce charge in the centre.
    2. Artillery advanced and fired and repositioned sensibly. Darth AI artillery still bunches together and does not seem to find good firing positions
    3. AI cavalry are just a nightmare (in a good way)! - Flanking and coming back at you from nowhere. No hanging back with the artillery for too long which is a problem I have with Darthmod.
    4. The AI grenadiers use grenades effectively and ruthlessly, especially in flanking. Very few suicide throws as they seem to get lined up properly.
    5. All this is acheived without the long musket ranges required in Darthmod - more realistic and better to watch.

    PS: Not sure if it's Lutnik or just vanilla, but the variability of troop routing is greater - sometimes units flee quickly, other times they fight to the bitter end (literally to the last man)... adding a great sense of uncertainty and some herioc moments. For example, I watched an exhausted AI unit of 30 Swiss Guard charge a unit of 50 of my British Grenadiers - what a hum-dinger of a brawl! I just sat back and watched the fight (hoping the other units could take care of themselves for a while). Then, when a couple of the Swiss soldiers stepped out of the melee, and I watched them hurriedly loading their muskets and shoot two British soldiers at point blank inside the melee I was amazed! And then those Swiss beggars got stuck into the melee again. Great stuff!

    Lutnik, this is great - thank you. I'd rep you again if I could.

    This mod isn't exactly vanilla since I believe he disabled fire and advance as well as tweaked morale tables and fatigue tables. I've deleted these tweaks from his file and am running only the battle entitles and the bin file and so far the results are just as good with pure vanilla stats. So battle entities is the most important file to fixing the AI (being that's the only thing the mod changes now in my system, I might even test this further with the 1.5 bin file).

    So far though excellent discovery

    +rep
    Lethal Mod - Creator
    Steam Name: Joe Novax

  10. #10
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    I agree.
    I just test this mod with Vanilla tbl _kv_morale and _kv_rules.
    Battle as here http://www.twcenter.net/forums/showt...62#post6796962
    Results are just as good.

  11. #11
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    I believe that computer brains are not mature enough to control fire and advance.
    Battle with this option enabled - failed

  12. #12

    Default Re: Battle AI mod

    Quote Originally Posted by Luntik View Post
    I agree.
    I just test this mod with Vanilla tbl _kv_morale and _kv_rules.
    Battle as here http://www.twcenter.net/forums/showt...62#post6796962
    Results are just as good.
    Luntik, are you saying that the kv_morale and kv_rules tables in your mod are not necessary?

  13. #13

    Default Re: Battle AI mod

    I gave this a try tonight and I’m very impressed by it. They stood and fired and gave me a tough battle. I would say this is a breakthrough. Please keep working and build on it. Well done

  14. #14

    Default Re: Battle AI mod

    Yep just play a few battles in my campaign game. Nice work. Units with guns will now actually use them

    Now if you could fix the siege AI that would be grand. But please don't exert yourself you have done enough already.
    May your road lead you to warm sands.

  15. #15

    Default Re: Battle AI mod

    I didn't think your mod removed F&A Luntik??? Does it?

    I ended up removing it myself as always but does your mod already do this?

  16. #16
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Yes, my mod removed F&A

  17. #17

    Default Re: Battle AI mod

    Luntik
    Try to assign negative values to the 2 lateral columns:
    For ex:

    (-120 30 -120)

    [...] I have not nullified the values but converted them into negative values.
    My tests show me that these new changes (with too many other variables in JM) improve seriously the behavior of the units controlled by the AI
    .
    JM values should not be extrapolated to other mods and I can not assure that they work better than nullified values in DM.
    My quote explain why any user should not extrapolate DM values or in this case JM values, but try to put negative values for seeing how it works with your mod & vanilla.
    The result (obviously) will not be the same than JM (it includes too many changes and variables in other tables).
    Last edited by Isabelxxx; February 21, 2010 at 12:41 PM.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

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

    Isabelxxx,
    I think the silicon brain in this case accept a negative value as 0
    Please try it and feedback

  19. #19

    Default Re: Battle AI mod

    Luntik
    In Jedi Mod zero values are not working properly but negative values have a important and fortunately good impact in the ''AI''.
    If I have written my comment is because of my tests with JM. Now what is needed are the tests in vanilla and your mod.
    My quote explain why any user should not extrapolate DM values or in this case JM values, but try to put negative values for seeing how it works with your mod & vanilla.
    The result (obviously) will not be the same than JM (it includes too many changes and variables in other tables).
    Last edited by Isabelxxx; February 21, 2010 at 02:38 PM.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  20. #20
    Luntik's Avatar Biarchus
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    Default Re: Battle AI mod

    Ok, I just tested in vanilla and my mod.
    Battle as here http://www.twcenter.net/forums/showt...62#post6796962
    Changes in the behavior of the AI I have not noticed.
    Perhaps silicon brain in this case accept a negative value as 0 for all except the Jedi Mod?

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