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  1. #1

    Default Re: Battle AI mod

    Quote Originally Posted by Nikator View Post
    Hey Luntik, thanks for your great mod, I like it very much. Just one small, maybe stupid question: Did you change the amount of ammunition the infantry has? Because somehow I've got the feeling my infantry runs out of ammo sooner than before I used your mod... but that maybe just a misapprehension.

    Thanks and keep up the great work,
    Nikator.
    It probably just seems like they are running out of ammo because they are actually USING their ammo with this mod.

  2. #2

    Default Re: Battle AI mod

    Quote Originally Posted by ♔Di
    gnan♔;6960216
    Sinuhet, I think the community would be very receptive to this if you could do it. In my opinion, the biggest cause of the BAI bug (aka "melee bug") is that units overlap and never stop reshuffling. If their formations start out with more spacing they will be less likely to overlap in the first place. Now, the obvious downside to this is that the line would be stretched out even longer than it is now. I wish the AI could properly use a "stacked" deployment formation where one line is put behind another. THis can never happen properly because they will "leapfrog" each other trying to get a free line of fire. They will do this until they walk into the player's lines without firing a shot.

    I don't really have any historical information to help with formation but a start would be just creating a formation mod that spaces the units out farther apart than they are now.
    On top of the spacing there is a strange tendency for vanilla units to run diagonally accross your lines eventually ending up in melee. I am not sure spacing alone will fix it, but mixed with Lutniks mod it may.

  3. #3
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: Battle AI mod

    15 rounds
    really-I'm sure I've used more than that in the past...30 seems more like it.

  4. #4

    Default Re: Battle AI mod

    Luntik, is there any other difference with the beta other than removing KV_morale table?

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


    Battle_AI_morale_test.pack = cetw_Battle_AI_v1_1.pack - KV_morale

  6. #6

    Default Re: Battle AI mod

    Quote Originally Posted by Luntik View Post
    Battle_AI_morale_test.pack = cetw_Battle_AI_v1_1.pack - KV_morale
    Thanks. Just wanted to know for testing purposes.

  7. #7
    joedreck's Avatar Artifex
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    Default Re: Battle AI mod

    I played a little bit with the kv_morale and get some nice things. A must be to play with the numbers.

    I gave them more minus on flad general for example, cause I think, if the generel fled, why should his army fight to the end?

    I've changed the number for dead camarades too, so they not fight to last man anymore. I think, if they loose 60%, they should fled. I must find balance. So I hope to rescue some of the army for the next battle, instead of kill all in one battle.

    I played with the unit experience too. Now the troope will get faster experience. Or who of you get anytime a unit with more then 6 experience? I think there should be more of them . Now, if you play with 0 or 1 exp. units, it's not hurt to lose them.

    I think of make grenadiers same stats as line infantry, but start with 4 experience maybe. They was recruited from the best line infantry man, so it would make sense to use line infantry stats, but with exp. Same for guards, but give them maybe 8 experience. Must test it .


    @Luntik
    Maybe you should play again around with the kv_morale stats. You made other things fantastic, so you could make a sensation with this too.
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  8. #8
    Turbo's Avatar Civitate
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    Default Re: Battle AI mod

    This version with the revised (vanilla) morale seems to be a major improvement. Good work Luntik!
    Work of God

  9. #9

    Default Re: Battle AI mod

    Quote Originally Posted by Turbo View Post
    This version with the revised (vanilla) morale seems to be a major improvement. Good work Luntik!
    Yep I'm enjoying it. I am France and am fighting a long strung out war with Savoy. They are certainly lining up and shooting it out.

    In India, I got booted off the continent. The Maratha rained hell upon me. I never had problems with Maratha AI though even on straight Vanilla. I wish everyone acted like the Orange Menace. But anyway, they totally flanked my lines and it wasn't even close. My men routed when they saw the Elephants. 1762 French lost in Battle. Maratha 455. It was a bloodbath.

  10. #10

    Default Re: Battle AI mod

    Has platoon firing been disabled?

    Also, with fire and advance removed, is there any bonus for researching it?

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

    Quote Originally Posted by irish437 View Post
    Has platoon firing been disabled?
    No
    Quote Originally Posted by irish437 View Post
    Also, with fire and advance removed, is there any bonus for researching it?
    No bonus. No need to research.

  12. #12

    Default Re: Battle AI mod

    Luntik,

    This is a good mod. Having alot of fun with it.

    I had a few questions.

    Is there any way to get the AI to garrison the buildings inside of a fort. That would make storming a fort much harder for the player.

    DO you plan to do any work with the campaign AI? If you do, one thing I would like to see is the AI more actively trying to grab easy targets. For example. UP was destroyed and Dutch Guyana with all of its resources was run by Indian rebels. The Spanish or British should have easily been able to take it.

    Same thing with the island off of India, when the Dutch were destroyed, the Maratha should have easily taken it. They have invaded me in America with full stacks, but let an easy target go.

    Thanks.

  13. #13
    TheJian's Avatar Miles
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    Default Re: Battle AI mod

    I will try this out, looks like this could really work.
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  14. #14
    TheJian's Avatar Miles
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    Default Re: Battle AI mod

    After 3 days of playing i must say, it does the job better than any other!!!!
    Boys want quantity, while men seek quality.
    Mere external facts cannot serve as a ground of reasoning.
    What we are able to learn is greatly dependent upon what we already know. Different people with different amounts of information will UNDERSTAND different.
    "That until you understand white supremacy everything else will confuse you" ~Neely Fuller~
    There is a principle which is a bar against all information, which is proof against all argument, and which cannot fail to keep a man in ever lasting ignorance. This principle is contempt prior to examination.
    They came before Columbus - Dr Ivan Van Sertima

  15. #15

    Default Re: Battle AI mod

    After 50+ years in my French Campaign, it seems like I am getting some mixed behavior. Instead of the AI lining up in the field, they seem to want to run back and forth alot, making a Turkey shoot.

    Last night, I was facing the British, I has seiged their city and waited for them to come out and attack. I had a perfect line set up and they mad a perfect line and the started running back and forth. It was so disappointing, I thought I was going to have a great battle, but to no avail.

    Other times, it seems like they want to go for some flanking maneuver and run their army from left to right, causing melee unfortunately. If I fight piece meal, with units at various places, I get shootouts, but if I make a long cohesive line the AI goes haywire.

    Any thoughts?

  16. #16

    Default Re: Battle AI mod

    I have played about 200 turns in three campaigns and have the same experience. The ai seems to do better when I advance, even if only a little bit, and we end up having several local shootouts as in your experience. Playing on hard, some of these have been close calls and very enjoyable.

    When I form a long line and wait for them to come to me things tend to go haywire. On the whole, in either scenario the ai does tend to use its cavalry and artillery reasonably well, especially the latter.

    By any chance, do you also have the AUM mod installed? I added it for my latest campaign and have noticed more running around behavior in my battles. It could be pure coincidence, but one never knows with such a complex program.

    As you note, it is quite disappointing, especially given how far the CAI has advanced since the game released.

  17. #17

    Default Re: Battle AI mod

    No Aum installed. I actually prefer just the vanilla units. I do have all of the DLC units though.

    If its 2 on 2 or 3 on 3, I get shoot outs. If I advance my lines at different times and get into skirmishes at various spots, I get shootouts. But the long line battle is non existant.

    On a side note, The Maratha seem to perform better than anyone else both on CAI and BAI. Is there a way to copy their scripts to all of the major nations?

  18. #18

    Default Re: Battle AI mod

    Does this battle ai include a campiagn ai. Im playing APE-TI atm and see the french produce a lot of single ships and don't stack them all together when my own ships are stacked together. Also nations don't land their armies before attacking with their ships.

    Siege battles are more interesting although the general sometimes likes to stay in the middle while artillery thumps into him and any artillery within the fort doesn't seem to want to change their positions to fire outside of the fort. This is a good work and I hope there is a CAI (compatible with APE) awaiting as part of it too

  19. #19
    ♔hammeredalways♔'s Avatar Darthmod Moderator
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    Default Re: Battle AI mod

    Hi Meester - as far as I am aware no, only BAI.
    Knight of the binge-drinking-Kebab-shop-vomiting-taxi rank-punch-up? 32nd degree

  20. #20

    Default Re: Battle AI mod

    Don't know if there is a CAI that works with this AI and APE-TI?

    Ships also very rarely try and board a ship and use the various ammo available to them (chain etc) and knowing when to retreat instead of facing off 1 ship versus 20. It is still very good however. Thanks for the info hammeredalways.

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