Is it possible to make sieges work like normal field battles, like in ETW?
(and sort of M2TW villages, and sort of RTW for even big settlements without walls)
Also, is it possible to have walls as separate building from core building like in RTW?
Is it possible to make sieges work like normal field battles, like in ETW?
(and sort of M2TW villages, and sort of RTW for even big settlements without walls)
Also, is it possible to have walls as separate building from core building like in RTW?
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Normal rules means the AI will not be able to 'see' the walls and towers, etc. Somehow I don't think you want that - It will still try to move in formation when it's made impossible by streets and will not try to defend gates and towers. It'd give the player a serious advantage and make the game's AI look really bad.
Removing the walls, I have no idea if this is possible or not. But again, just trying to move through streets will make the AI look bad. Imagine it packing all the troops from a unit against the side of a building it is trying to stand inside because it can't see the building. The troops mill about, seemingly running in circles... G5 put it well where he mentions 'scattering'.
The siege AI will work OK for the wall-less village, but it will expect walls from higher tier settlements even if you use the village model... I suppose you could remove the walls from the models/maps themselves, not really sure what would happen there. With the wall defending stages removed I guess the AI would just defend the streets, but with the wall defense AI stuff still active - it might look odd... But it almost sounds doable
Anyway, your question makes me think your AI is not pleasing you. You can try mine or G5's, we've both done a great job of making it better. His is easier to get at and I imagine it's easier to integrate, so I'd recommend starting there.
Last edited by Taiji; April 19, 2011 at 01:30 PM.
Not exactly, it'd need to run according to one of hardcoded scenarios (for field battle AI's army would act as if there was no settlement present and it wouldn't consider buildings a part of its strategy, so there'd be a lot of scattering etc).
Regards
I have no memory of this place.
Which AI mod works with vanilla? I checked G5's and it seems to be for other mods only.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Neither have been designed for vanilla. Both would work though. It will just take some coding. Stuff like the killrates varying from mod to mod gets in the way of the AI being tuned to deal with walls in a certain way - battle_config.xml contains both sets of settings.
But then more probs like that with my AI since it won't work properly without my campaign script, and it requires 'tuning' the edu...
Last edited by Taiji; April 19, 2011 at 03:01 PM.
I'll release a semi-automated all-mod installation version tommorow. Ofc it's possible to integrate any AI manually.
Regards
I have no memory of this place.