Page 1 of 2 12 LastLast
Results 1 to 20 of 25

Thread: AI has some trouble...

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default AI has some trouble...

    ... building roads.
    Spoiler Alert, click show to read: 





    No faction has built higher than the first tier of roads, the only paved roads to be seen are in capital regions in the East. All other regions have either dirt roads, or, more often than not, no roads at all.

    Also, Carthage had some trouble with rebellions in N. Africa, suggesting that they can't keep the public order in their cities.

    The only self-discipline you need is to finish what you sta-

  2. #2

    Default Re: AI has some trouble...

    Leave it to the Romans to have to build everything!

  3. #3
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default Re: AI has some trouble...

    Quote Originally Posted by CatoTheYounger View Post
    Leave it to the Romans to have to build everything!
    And build we shall! But it'd be nice if they did some of the base work for me. :
    The only self-discipline you need is to finish what you sta-

  4. #4
    Tiro
    Join Date
    Jun 2008
    Location
    Vilnius, Lithuania
    Posts
    286

    Default Re: AI has some trouble...

    The road issue has been here since at least 2.5... AI also sometimes has difficulties building ports. Maybe RS team made it for reason - to have better campaign balancing and prevent AI from building endless armies?

    „There can be greater mods than Roma Surrectum 2, but simply there are none!“, Zydrius

  5. #5

    Default Re: AI has some trouble...

    It has got a lot better, I promise. In some of the tests they got quite good at it. It does take time, however, and it was 'best' when Trade had more priority (that was 'toned' down a bit more again in the latest iterations).

    If you do a relatively slow (non-blitzing) 1-turn campaign you will see more roads eventually.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  6. #6
    Tiro
    Join Date
    Jun 2008
    Location
    Vilnius, Lithuania
    Posts
    286

    Default Re: AI has some trouble...

    Quote Originally Posted by ur-Lord Tedric View Post
    It has got a lot better, I promise. In some of the tests they got quite good at it. It does take time, however, and it was 'best' when Trade had more priority (that was 'toned' down a bit more again in the latest iterations).

    If you do a relatively slow (non-blitzing) 1-turn campaign you will see more roads eventually.

    Well, my roman 1-turn campaign is at 670 A.U.C., but AI barely build roads in it's provinces. I've already built highways in Italy, but newly conquered regions often even don't have simple roads.


    In my campaign Carthage has taken the whole Iberia as far as Emporaie. It might be due to Alex.exe, as AI don't pay attention to naval invasions.

    „There can be greater mods than Roma Surrectum 2, but simply there are none!“, Zydrius

  7. #7
    Leeham991's Avatar Campidoctor
    Join Date
    Oct 2008
    Location
    The United Kingdom of Great Britain and Northern Ireland
    Posts
    1,893

    Default Re: AI has some trouble...

    Isn't it technically accurate for good roads to be rare?

    One of the things that made the Romans so powerful was that they built big roads to more easily get between cities.
    I like pie.

  8. #8
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default Re: AI has some trouble...

    Quote Originally Posted by ur-Lord Tedric View Post
    It has got a lot better, I promise. In some of the tests they got quite good at it. It does take time, however, and it was 'best' when Trade had more priority (that was 'toned' down a bit more again in the latest iterations).

    If you do a relatively slow (non-blitzing) 1-turn campaign you will see more roads eventually.
    I'm going fairly slow, taking my time building up the Roman provincial buildings everywhere. Carthago and soon Nova Carthago have got Campus Martius' built. I have paved roads in all but one or two of my provinces, I feel as though I have a major advantage over the AI. I mean, I have a dozen advantages over them, but this one is like a freebie.
    Quote Originally Posted by Leeham991 View Post
    Isn't it technically accurate for good roads to be rare?

    One of the things that made the Romans so powerful was that they built big roads to more easily get between cities.
    I suppose, but most of Greece hasn't even got dirt roads yet. Athens has paved roads, but only because they start there. I guess its kind of accurate, but maybe its too accurate?

    Any reason
    you can think of for Carthage imploding with civil wars? Its pretty cool to see.
    The only self-discipline you need is to finish what you sta-

  9. #9
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: AI has some trouble...

    Unfortunately, Carthage is the dumbest faction in RTW as far as I'm concerned. I'm thinking of giving all their regions to the 'Slave' faction (which is only marginally dumber), and create a new faction that knows how to be aggressive. You give Carthage money, ships, good units, whatever...all they do is sit there and sacrifice their children while the Gallaeci run over them.

    But seriously, I'm way leaning towards scripting armies for these bozos, because they are just soooo dumb in campaigns!

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  10. #10

    Default Re: AI has some trouble...

    Quote Originally Posted by dvk901 View Post
    Unfortunately, Carthage is the dumbest faction in RTW as far as I'm concerned. I'm thinking of giving all their regions to the 'Slave' faction (which is only marginally dumber), and create a new faction that knows how to be aggressive. You give Carthage money, ships, good units, whatever...all they do is sit there and sacrifice their children while the Gallaeci run over them.

    But seriously, I'm way leaning towards scripting armies for these bozos, because they are just soooo dumb in campaigns!
    XD I laughed at that!

  11. #11
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default Re: AI has some trouble...

    Quote Originally Posted by dvk901 View Post
    Unfortunately, Carthage is the dumbest faction in RTW as far as I'm concerned. I'm thinking of giving all their regions to the 'Slave' faction (which is only marginally dumber), and create a new faction that knows how to be aggressive. You give Carthage money, ships, good units, whatever...all they do is sit there and sacrifice their children while the Gallaeci run over them.

    But seriously, I'm way leaning towards scripting armies for these bozos, because they are just soooo dumb in campaigns!
    Might be best, they haven't really posed a significant threat really. They put up a decent defense but never went on the offensive, apart from Caralis and Pollentia.

    Look at this, Carthage just got kicked out of Iberia. Not by me, not by the Gallaeci even!
    Spoiler Alert, click show to read: 

    That full stack was garrison in there, with a governer and all. I had a spy there, but only the one - he couldn't have caused such a rebellion all by his lonesome.
    Carthage is imploding with revolts. I'm gonna send in some spies and see what the story is in the 3 or so regions they have left.
    The only self-discipline you need is to finish what you sta-

  12. #12

    Default Re: AI has some trouble...

    Quote Originally Posted by dvk901 View Post
    Unfortunately, Carthage is the dumbest faction in RTW as far as I'm concerned. I'm thinking of giving all their regions to the 'Slave' faction (which is only marginally dumber), and create a new faction that knows how to be aggressive. You give Carthage money, ships, good units, whatever...all they do is sit there and sacrifice their children while the Gallaeci run over them.

    But seriously, I'm way leaning towards scripting armies for these bozos, because they are just soooo dumb in campaigns!
    In my recent macedon campaign (2.6), Carthage conquered a great part of Iberia, and is pushing forward against the Gallaeci. But i must admit that in 2.5, they were pretty weak in the hands of the AI, losing their Italian possesions early in the games and later being invaded by Gallaeci: i remember a game when these Iberian even conquered half of north Africa! However i noticed that the Gallaeci are generally agressive against their neighbours, Carthage and Arverni. In a Carthaginian campaign i allied myself with Gallaeci, only to see them betray and besiege me several turns later! Is this Iberian agressivity partially responsible for Carthage unefficiency?

  13. #13
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: AI has some trouble...

    Good, I'd appreciate seeing what the heck.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  14. #14
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default Re: AI has some trouble...

    So, we've got a plague in the 3 remaining Carthaginian cities. If rebellions don't kill them the plague will.

    I have 2 spies going between the cities each turn and usually, one or two of the cities has public order below 70%. Which is stupid, because they put most of the garrison just outside the city.
    Spoiler Alert, click show to read: 





    I'd suggest getting rid of the communal tribute buildings. You can get on grand without them and they really piss people off. The AI builds them despite the public order penalty. The tree could be used better for your future plans.

    If
    there's anything in particular I should look for, just tell me. I'd be happy to help.
    The only self-discipline you need is to finish what you sta-

  15. #15
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: AI has some trouble...

    I assume by 'communal tribute buildings' you mean the Tax buildings? Yeah, that building tree is probably going to be used for something else....or at the very least, I'll have to make the penalties specific to the faction played, and not the AI. Both Carthage and Seleucid had issues right from the beginning of our development of this mod because of the way their empires are so far flung. The 'distance from capital' issue hits them immediately simply because of the historical locations of their capitals, and we always walk a fine line between making them savagely powerful or too weak.

    Also, so many cities with the plague suggests they aren't building the 'health buildings'. Is that so? I can't see any of them in those screens.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  16. #16
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default Re: AI has some trouble...

    Tax buildings, yeah. I never build them anyway, they're just there, ya know what I mean?

    Not a single one, no. It must be squalor that's causing the revolts so.
    The only self-discipline you need is to finish what you sta-

  17. #17
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: AI has some trouble...

    May be that the building conditionals are too strict for them...I'll have to look into that.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  18. #18
    tungri_centurio's Avatar Senator
    Join Date
    Feb 2013
    Location
    belgium/flanders/tungria
    Posts
    1,177

    Default Re: AI has some trouble...

    yea i like the idea of getting rid of the tax building,maybe change that to a mid tier treasury building,so if you take a capital they can build a new one.but not only for the AI. on the road topic,why not put dirtroads Always on the map?so the stupid AI can have that advantage for free
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. -Marcus Aurelius

  19. #19
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default Re: AI has some trouble...

    Quote Originally Posted by tungri_centurio View Post
    on the road topic,why not put dirtroads Always on the map?so the stupid AI can have that advantage for free
    That could work. I mean, barbarians didn't have to pay to build a hidden path did they? They formed over time with animals and humans travelling on them. And in the "civilised" orld, well, trade was already well under way. It'd make sense that dirt paths would be there anyway.

    And for each campaign, the player's lands has no roads built, so they'll have to do it themselves.
    The only self-discipline you need is to finish what you sta-

  20. #20
    High Fist's Avatar Vicarius
    Join Date
    Feb 2013
    Location
    Cavan, Ireland
    Posts
    2,948

    Default Re: AI has some trouble...

    You're right, they do seem awfully expansionist for a small Iberian tribe. :

    Has anyone seen them become one of the power houses?
    The only self-discipline you need is to finish what you sta-

Page 1 of 2 12 LastLast

Posting Permissions

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