There are several things which I find annoying in the basic game system and wonder why no one has been able to address them as of yet. I can’t believe I am the only one who has had problems with the following but maybe I am wrong? Let’s see.
1. Incongruous Battle Terrain: A major factor in the art of war is maneuver, picking your battlefield, then getting there first and occupying the best terrain. In these games one of the major factors in determining who gets the best terrain is supposed to be the general’s rank (i.e. a 10 star general should usually get a better battle position than a 2 star opponent). Sometimes, but this should be very rare, “luck” favors the weaker general and he gets the better terrain. However, this factor of luck should also be modified by player movement, so that if the main map terrain selected to attack from seems to indicate a terrain advantage it should go to the player. So how come at least 50% of the time the AI starts the battle defending on better terrain despite the player general’s rank and main map maneuvering?
2. AI “ESP”: Anyone else ever notice that the AI “knows” what you are doing the moment you give a unit an order? Example: You order a unit of archers to fire on an AI unit and even before the archers shoot, the AI unit selected has already spread out. So you pick another AI unit, and that AI unit spreads out while the one you originally picked moves back into regular unit formation. Your archers haven’t fired a single arrow yet! Or you order some cavalry to charge an AI unit and before they start moving the AI has already begun maneuvers to counter the charge.
3. Crazy Artillery Movements: Artillery is not supposed to move when the “hold position” icon is selected unless ordered to do so (i.e. player sets a new firing position). Yet catapults, ballista, etc. will move out of position in order to follow the movement of the target they were assigned. The AI knows this, and using “ESP” will begin to move the selected unit out of artillery range (often the artillery hasn’t started firing yet) drawing the artillery forward to be attacked by some other AI unit. If the HOLD POSITION button is selected, artillery is supposed to simply STOP FIRING at the selected unit and hold position allowing the player to pick a new target.
4. Crazy Unit Movements: When the AI orders an attack, its units will charge the selected player unit, and maneuver on the battle map to avoid any unit that tries to get in the way. Furthermore, if the AI unit is partly intercepted by a player unit, most of its troops will ignore the interception and keep going until they reach the unit they were assigned to attack. Not so for player units, who will charge using the most direct route possible, regardless of if the AI sends units to intercept. Then, if intercepted by even one single AI unit member, the player unit will stop and fight the intercepting AI unit. Note however, when a player unit is ordered to destroy a routing AI unit it will literally avoid going head-on, instead maneuvering completely around until it is directly behind the routing unit, then try to catch up. Most times this means the routing AI unit escapes unless the player unit is cavalry (and the AI unit isn’t cavalry).
5. Three-Second Delay: There is a 2 – 3 second delay between the time an order is given to a player unit and the unit carries it out. (Ex. 1: A cavalry unit is being charged by some AI spearmen. Player orders the cavalry to move away. The cavalry sits there, one-thousand one; still sits there, one-thousand two; cavalry starts to move, one-thousand three…..but the AI spearman have caught one or two of them. Instead of following orders to move away the cavalry turns and fights back, gets slaughtered.) (Ex. 2: A unit of spears is set up just behind some artillery when the player sees an AI unit charging the artillery and orders the spears forward to block. One-thousand one, no movement. One-thousand two, a ripple of movement but still stationary. One-thousand three, the spears rush forward to engage but the AI units are fighting the artillery by the time the spears get there.)
Anyone else notice these problems? Anyone able to program fixes?




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