Results 1 to 12 of 12

Thread: making the AI more hostile

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default making the AI more hostile

    one thing I notice is that the computer is somewhat apathetic when it comes to fighting other factions... including the player. I think there are different ai traits you can apply to a faction? Which one would be best at forcing the ai to fight you?


  2. #2

    Default Re: making the AI more hostile

    in the desc strat I notice that each faction has an AI type attached to it... e.g. balanced henry or napoleon. Which type would guarantee heavy aggression against other factions/the player?


  3. #3

    Default Re: making the AI more hostile

    wow no responses

    ...I assume that 'bureaucrat genghis' (mongol ai) is the most aggressive?


  4. #4

    Default Re: making the AI more hostile

    Just some AI stuff I've picked up on my travels:

    http://www.twcenter.net/forums/showt...77#post6559177

    http://rtw.heavengames.com/cgi-bin/f...&f=9,6718,,all

    http://forums.heavengames.com/redir/...ay/index.shtml

    http://forums.totalwar.org/vb/showthread.php?t=95416

    Spoiler Alert, click show to read: 

    Characteristics

    These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing)
    . This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write. So in short, the building construction personalities are these: (ranked highest to lowest - therother)


    * balanced - biases towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings

    * religious - biases towards growth, loyalty, taxable income, farming, walls and law

    * trader - biases towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings

    * comfort - biases towards growth, farming, games, races, xp bonus and happiness

    * bureaucrat - biases towards taxable income, growth, pop health, trade, walls, improved bodyguards and law

    * craftsman - biases towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth

    * sailor - biases towards sea trade, taxable income, walls, growth, trade

    * fortified - biases towards walls, taxable income, growth, loyalty, defenses, bodyguards and law


    These biases are towards building properties, rather than buildings themselves. The game does not know what a
    "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman
    AI would be more likely to build it than another AI personality type.

    These are then combined with a troop production personality, as follows:


    * smith - exactly level

    * mao - biased towards mass troops, light infantry

    * genghis - biased towards missile cavalry and light cavalry

    * stalin - biased towards heavy infantry, mass troops and artillery

    * napoleon - biased towards a mix of light and heavy infantry, light cavalry

    * henry - biased towards heavy and light cavalry, missile infantry

    * Caesar - biased towards heavy infantry, light cavalry, siege artillery


    The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength.


  5. #5

    Default Re: making the AI more hostile

    so there is no trait that actually makes the AI more hostile?


  6. #6
    wudang_clown's Avatar Fire Is Inspirational
    Join Date
    Jan 2009
    Location
    Poland
    Posts
    7,357

    Default Re: making the AI more hostile

    No. You have to experiment with descr_campaign_ai_db.xml.

    Under the patronage of m_1512

  7. #7

    Default Re: making the AI more hostile

    Talk to gracul, soulson or Germanicu5. They've done a lot of AI work. Also Xeryx.

  8. #8

    Default Re: making the AI more hostile

    the wall of text in desc_campaign_ai put me off

    How easy would it be to replace the existing ai with another?


  9. #9

    Default Re: making the AI more hostile

    It's unbelievably hard to get the ai right. People have been working on it for years to get it where it is now from the nonexistent ai built into the vanilla game.

    Personally, I think the ai in Broken Crescent is pretty good. Nations are aggressive when it is beneficial for them to be so. And they make peace when it is beneficial to do so. And when they attack, they make a concerted effort to defeat you. Rationality, not hostility, is the guiding principle of a good ai.

  10. #10

    Default Re: making the AI more hostile

    I read complaints that the AI didn't accept highly advantageous offers, including offers that would have allowed it to survive...

  11. #11

    Default Re: making the AI more hostile

    I don't appreciate the slow buildup brap, I prefer things to get interesting at the start like in TATW... broken crescent is a mod designed for people who play lengthy campaigns


  12. #12
    AqD's Avatar 。◕‿◕。
    Join Date
    Dec 2007
    Location
    🏡🐰🐿️🐴🌳
    Posts
    10,897

    Default Re: making the AI more hostile

    Quote Originally Posted by k/t View Post
    I read complaints that the AI didn't accept highly advantageous offers, including offers that would have allowed it to survive...
    They only do so when you pay enough cash. AI seems to love cash above all things. For instance as makuria I was able to make peace and alliance with Ayyubid by merely $30,000 in the beginning. And they had honored the alliance until their last day, despite my complete lack of any troops and defense, for several decades.

    I also sucessfully made alliance with Abbasid in late turns, after taking their homeland and executing all POWs. They hated me deeply but the offer of $500,000 was irresistible, even though they already had much more than that and more money wouldn't make any difference.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •