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Thread: Ridicilious Siege AI's and perhaps escape siege script ?

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    Icon4 Ridicilious Siege AI's and perhaps escape siege script ?

    ok this is annoying the hell out of me , every time during the siege battles AI mindlessly "death march" (half of a unit is fighting while the other half mindlessly runs towards my town center im talking about the same unit thats doing the above two things and not multiple units etc) the whole army , so especially if i dont have enough "front" to stop these run aways towards my town center , i lose the battle , its annoying and unrealistic to say the best

    Also perhaps there should be a script where not every unit that lost the siege (defender) is magically gone , if the game ended before everyone was killed , there should be a script (or actually when during turns its being sieged it should have a script to try to escape / breakthrough that works) to allow the general and remaining units to escape the settlement (but with some losses too obviously) , it adds a lot more dynamic to the game (also not forcing human players having to fear good generals just to hold a town . because it needs a governor too while its easy target for AI)
    Last edited by whitewolfmxc; January 04, 2012 at 05:51 AM.

  2. #2

    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    I totally agree, this should be applied on Stainless Steel also.

  3. #3
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    More annoying is the AI's decision as soon as the gates are breached to rush absolutely everyone not engaged at full run, with no semblance of order, straight through the gatehouse - completely towers or ladders at the walls, or saving fresh forces for later. I would lose many more siege battles if they just decided to use their troops sensibly - they could overwhelm the walls and strike my troops struggling to hold them at the gates.

  4. #4

    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by Bobz View Post
    More annoying is the AI's decision as soon as the gates are breached to rush absolutely everyone not engaged at full run, with no semblance of order, straight through the gatehouse - completely towers or ladders at the walls, or saving fresh forces for later. I would lose many more siege battles if they just decided to use their troops sensibly - they could overwhelm the walls and strike my troops struggling to hold them at the gates.
    Is this a vanilla game thing? I don't think so?

    It gets really strange when ladders get set up before the gate is breached. All the units start going to the ladders, the ram even starts to retreat!

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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by iffi View Post
    Is this a vanilla game thing? I don't think so?

    It gets really strange when ladders get set up before the gate is breached. All the units start going to the ladders, the ram even starts to retreat!
    I'm not sure, it's been a very long time since I've defended a settlement in Vanilla. Even played a Byzantine campaign in the summer and the closest I got was a sally out.

    Anyway I haven't seen the AI leave the ram in my games. When the ladders/towers reach my walls, the enemy sent the units holding them up, but the second the gate was breached their reinforcements and the rest of the army abandoned the units on top, and ran straight towards the gate.

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    BrodY's Avatar Semisalis
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by Bobz View Post
    More annoying is the AI's decision as soon as the gates are breached to rush absolutely everyone not engaged at full run, with no semblance of order, straight through the gatehouse - completely towers or ladders at the walls, or saving fresh forces for later. I would lose many more siege battles if they just decided to use their troops sensibly - they could overwhelm the walls and strike my troops struggling to hold them at the gates.
    "These are merely mindless Orcs! Not Uruk-Hai, whose shields are broad... and their armours thick."

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    Ultra123's Avatar Senator
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    agree, its terribly annoying to see a golbliun halberd unit simplay walk through elronds units in ost in to the town centre clearing the way for about 1000 more goblins behind them,,,,,

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    Lionheart_19's Avatar Foederatus
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    i agree with both. i also find it very unrealistic that every unit dies in siege defense. i mean if i was defending the city and the battle is lost and the way to the gates is clear i'd order my army to run trough the gates and abandon the city. all generals defending a city in reality medieval times, if they could, they would run when the battle was lost

  9. #9

    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by whitewolfmxc View Post
    ok this is annoying the hell out of me , every time during the siege battles AI mindlessly "death march" (half of a unit is fighting while the other half mindlessly runs towards my town center im talking about the same unit thats doing the above two things and not multiple units etc) the whole army , so especially if i dont have enough "front" to stop these run aways towards my town center , i lose the battle , its annoying and unrealistic to say the best
    This happens to me not that often, and only when I have too few defenders. I would lose the battle anyway.

    I think you answered your rant yourself, if you gots not enough 'front' you die. Using guard mode I think helps to fight against the 'push' at the gate, and units in 'shield wall' seem to push back nicely.

    Anyway, I don't think it is too unrealistic either. They came to pillage and plunder, not to fight the first enemy till one of them is completely wiped out.

  10. #10

    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by iffi View Post
    This happens to me not that often, and only when I have too few defenders. I would lose the battle anyway.

    I think you answered your rant yourself, if you gots not enough 'front' you die. Using guard mode I think helps to fight against the 'push' at the gate, and units in 'shield wall' seem to push back nicely.

    Anyway, I don't think it is too unrealistic either. They came to pillage and plunder, not to fight the first enemy till one of them is completely wiped out.
    lol so i guess you dont play much of the good factions then ? you Always get outnumbered , so by how much , the thing is even if you deploy properly there will still be a few "guys" of the enemy where that same unit is half engaged the other half (or at least a dozen men) will Run towards the town square ..... i clearly dont see how this is realistic , hey im going to run towards an empty space in the city while 99% of my other guys are fighting thier way through , oh by the way if i run to the center i win the game becuase the good guys dont have (or cant since everyones engaged) guys to stop that a dozen man lol

    good game , thanks for coming



    also the few post above this one : The AI rant was only about the running man towards town center

    , the other escape thing was a suggestion by a SCRIPT . its not suppose to be a mechanic in game , im aware the problem has been there since Shogun 1 (yes i played it)

    and where would they run ? Does every siege battle end with everyone killed in there ? Real life wise there are cases armies or at least a small portion of it can get away , battles are chaotic and full of opportunities lol
    Last edited by whitewolfmxc; January 04, 2012 at 08:32 PM.

  11. #11
    Withwnar's Avatar Script To The Waist
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by whitewolfmxc View Post
    The AI rant was only about the running man towards town center, the other escape thing was a suggestion by a SCRIPT
    Possible, to some extent, but very tricky. e.g. The units and generals will die - no getting around that - but script could respawn some survivors after the battle.

    But which ones? You can only spawn full units, not units with only a few men in them, and the script would need to track what kinds of units there were to begin with; difficult.

    Same with generals. If (a big if) the script could track who was in there then it could respawn them. But at what age? He would lose all of his traits and ancillaries and he would no longer be in the family tree. If he's faction leader or heir then he will no longer be. So Aragorn will now just be a general, not even in the tree.

    Unless there is some way for battle script to remove units and generals from the battle before it ends. I don't know much about battle script but I don't think that it's possible.

  12. #12
    paradamed's Avatar Praepositus
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Guys thats the way the engine is and it will always be. Siege battles are fought to the death by the defender always. Thats part of the total war engine. You will have to live with that.

  13. #13
    Incredible Bulk's Avatar Vicarius
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by paradamed View Post
    Guys thats the way the engine is and it will always be. Siege battles are fought to the death by the defender always. Thats part of the total war engine. You will have to live with that.
    makes sense where will they run too?

  14. #14
    Pinkie Pie's Avatar Comes Limitis
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    It is no even something that is unique to Kingdoms. Losing your army in a siege happens in every single Total War game (I have not tried Medieval 1 or Shogun 1 so someone will have to clarify if it is the same in these).
    "I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
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    Pinkie Pie's Avatar Comes Limitis
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    You know you could stop this by keeping some units in the town centre
    In border cities I keep cavalry in the town centre due to their usefullness in pushing the enemy infantry back if they are overwhelming my defending forces or to circle around the city and strike into their backs causing a mass route that kills every one of them as they psss through the gate.
    "I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
    "Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
    "She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
    "More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
    "Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"

  16. #16

    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by martin616 View Post
    You know you could stop this by keeping some units in the town centre
    In border cities I keep cavalry in the town centre due to their usefullness in pushing the enemy infantry back if they are overwhelming my defending forces or to circle around the city and strike into their backs causing a mass route that kills every one of them as they psss through the gate.
    I know but i want to fight real wall to wall (or gate) siege battles where it is more realistic (i play my game as realistic as possible) , also its a huge disadvantage to AI if i camp my whole army and just fight the streets and town center , i prefer to do it realistically if i cant hold the wall and gates then i fall back to fight in the center and streets , the difference is in this case i have an OPTION , and not forced to do so because the AI is behaving stupid lol

  17. #17
    Pinkie Pie's Avatar Comes Limitis
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    There is a mod in Baron Samedi's Compilation that respawns generals that have died with all of their traits so it is possible.
    I have never had any of my generals die through it but I have killed the Witch-King only to see him return with the same traits.
    "I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
    "Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
    "She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
    "More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
    "Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"

  18. #18

    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by martin616 View Post
    There is a mod in Baron Samedi's Compilation that respawns generals that have died with all of their traits so it is possible.
    I have never had any of my generals die through it but I have killed the Witch-King only to see him return with the same traits.
    It respawns them with their starting traits I'm afraid.
    They just have a decent number of those.

    Besides it only works with starting generals.

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    Pinkie Pie's Avatar Comes Limitis
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    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by Bungo Baggins View Post
    It respawns them with their starting traits I'm afraid.
    They just have a decent number of those.

    Besides it only works with starting generals.
    Really? I could have sworn he had the same ones he died with, he did seem to move against me (Rohan) pretty quickly so he probably did not have time to get more traits.
    "I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
    "Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
    "She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
    "More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
    "Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"

  20. #20

    Default Re: Ridicilious Siege AI's and perhaps escape siege script ?

    Quote Originally Posted by martin616 View Post
    Really? I could have sworn he had the same ones he died with, he did seem to move against me (Rohan) pretty quickly so he probably did not have time to get more traits.
    I'm quite certain about this.
    Extract from campaign script:
    Spoiler Alert, click show to read: 

    monitor_event FactionTurnStart FactionType england
    and I_CompareCounter go_nazgul = 1
    and I_CompareCounter go_nine = 1
    and I_SettlementOwner Gorgoroth = england
    and not I_WorldwideAncillaryExists ring_nazgula
    spawn_army
    faction england
    character Nazgula, named character, age 41, x 290, y 138, portrait nazgul1, battle_model witchking, hero_ability Terror_of_the_Witch_King
    traits Witchking 1 , hero_ability12 1 , RingOne 1 , LoyaltyStarter 1 , GoodCommander 3 , BattleScarred 2 , BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1
    unit Black Numenorians exp 3 armour 1 weapon_lvl 0
    end
    set_counter nazgul 1
    end_monitor

    He should have those visible traits:

    Biography
    Special Ability
    Ring One
    Proven Commander
    Scarred
    Winning First
    Disrespects Prisoners
    Promising Attacker
    Night Fighter

    That should coincide with your experience...

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