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Thread: seige AI still horribly broken when will all of these issues be fixed CA???? Now updated with patch 9

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  1. #1
    RedGuard's Avatar Protector Domesticus
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    Default Re: seige AI still horribly broken when will all of these issues be fixed CA???? Now updated with patch 9

    Quote Originally Posted by stevehoos View Post
    I don't know why anyone is even surprised? It has been obvious for months that whatever CA does with siege AI fixes myriad issues remain. This antiquated engine was on its last legs and should have never been used for this game. CA knew none of this BS worked correctly from day one, but went ahead with their grand plan (operation torch) anyway. I am sorry, forgive me for wanting a game that works "most of the time." One does not even have to try to break the siege AI, it is functionally dim; should be a disclaimer on every site selling this piss cat garbage. "What would you like in your bottomless shaft drink sir?" I will have more DLC, I love it in my broken glass half full! Can we get another Rally point episode? God I love those, and Usury too! So much fun, yeah celebrate blatant fraud!
    I mostly agree with this except for operation torch. Wasn't that the successful one? I thought it was the Italian campaign that was all ed

    Edit: Market Garden would work too

  2. #2

    Default Re: seige AI still horribly broken when will all of these issues be fixed CA???? Now updated with patch 9

    Quote Originally Posted by RedGuard View Post
    I mostly agree with this except for operation torch. Wasn't that the successful one? I thought it was the Italian campaign that was all ed
    Market Garden was the one that failed terribly, Italy went okay aside from appalling World War 1 like casualties at Cassino. Thanks for getting the military history reference. Yea, though now that I think about it, the Italian campaign did go horribly WRONG!
    Last edited by stevehoos; February 01, 2014 at 02:59 AM.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  3. #3
    RedGuard's Avatar Protector Domesticus
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    Default Re: seige AI still horribly broken when will all of these issues be fixed CA???? Now updated with patch 9

    Quote Originally Posted by stevehoos View Post
    Market Garden was the one that failed terribly, Italy went okay aside from appalling World War 1 like casualties at Cassino. Thanks for getting the military history reference.
    np lol I love ww1 and 2 history. but yeah Market Garden is a perfect analogy for Rome 2, having thirty corps moving up one road to isolated groups of airborne units being stranded and attacked by crack German troops patching the bridges along the way as CA detonates them, but eventually have a full on defeat at Arnhem(siege Ai) that it takes months to un , only after 6,000 die

    also don't know if true or not but Montgomery knew before hand that there was tanks at arnhem but instead of scrapping the mission convinced Eisenhower to go with it anyway without telling him
    Last edited by RedGuard; February 01, 2014 at 03:05 AM.

  4. #4

    Default Re: seige AI still horribly broken when will all of these issues be fixed CA???? Now updated with patch 9

    Quote Originally Posted by RedGuard View Post
    np lol I love ww1 and 2 history. but yeah Market Garden is a perfect analogy for Rome 2, having thirty corps moving up one road to isolated groups of airborne units being stranded and attacked by crack German troops patching the bridges along the way as CA detonates them, but eventually have a full on defeat at Arnhem(siege Ai) that it takes months to un , only after 6,000 die
    Not trying to get off topic, but this is why this forum is so much better than CA's. People in here are prone to historical knowledge and thinking.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  5. #5

    Default Re: seige AI still horribly broken when will all of these issues be fixed CA???? Now updated with patch 9

    enough said.
    Spoiler Alert, click show to read: 





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  6. #6

    Default Sieges - Mine are still broken

    Is anyone else seeing any semblance of decent siege AI yet? I had hoped (and heard rumours) that by patch 9, we'd see some sort of siege AI in the game. Instead, I just played what has to be one of my worst and most painful experiences in a strategy game to date...

    ...Wherein enemies abandoned the 8 ladders they had, didn't even fire their 4 units of ballistae (not 4 ballistae, 4 units) and CHOSE to rush at the gates with torches - were ultimately massacred by javelins on the walls, but sent more and more units to throw torches at the gate... until they had lost every single melee unit in their army, and only had their General's Oathsworn left. Which they then also duly ran at the gates with torches. I reported this on the Rome II boards, for more detailed description:

    http://forums.totalwar.com/showthrea...41#post1046741


    The AI can't retreat, that's for sure. There's also no function in the game which allows an attacker - human or AI - to retire from an assault to build new siege equipment, as presumably their casual-ised game design said that no siege would ever get that far as gates would just be burnt, I suppose.


    But this? this is something different. They actually HAD siege equipment, and CHOSE to drop it all and not fire their ballistae, in order to waste every last unit of men they had throwing torches at a gatehouse. I am now beginning to be of the belief that the siege AI isn't just broken, but that it doesn't exist. That it's actually not even programmed in the first place, and that, on release day, it hadn't been programmed and so torches - amongst other things - were in the game to try and temporarily cover for the fact. The AI isn't just 'dumb', it isn't programmed at all, as far as I can discern.


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  7. #7

    Default Re: Sieges - Mine are still broken

    The city gates are packed densely with weed and other drugs, and in their desperation for a hit the enemy troops are unbelievably keen to set the gates on fire to trip balls.

  8. #8

    Default Re: Sieges - Mine are still broken

    Quote Originally Posted by Aenima View Post
    The city gates are packed densely with weed and other drugs, and in their desperation for a hit the enemy troops are unbelievably keen to set the gates on fire to trip balls.
    Given what happens in my game, it wouldn't surprise me.


    Scientia potentia est. Eam bene tege!

  9. #9

    Default Re: Sieges - Mine are still broken

    so long as there are torches in game sieges will remain broken. I rather them fail to scale/brake the walls and retreate defeated than ever use torches again. basically give good old RTW/MTW sieges back.
    I won't even buy this game until the torches are removed from it.
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  10. #10

    Default Re: Sieges - Mine are still broken

    Im suprised they havent removed them yet.

    Remember the big fuss we all kicked up about the Capture points in battles, they did eventually remove them

  11. #11

    Default Re: Sieges - Mine are still broken

    they cant remove the torches because they have a full dlc based on them.

  12. #12

    Default Re: Sieges - Mine are still broken

    They must removed the AI's ability to torched the gate.

  13. #13

    Default Re: Sieges - Mine are still broken

    I agree torches must go. I can not get my troops to continuously throw torches during sieges, they automatically disengage forcing me to have to keep clicking on the gate to torch it. Such a useless feature. And when I use the ladders a 1/4 of my soldiers going up the ladders fall off and hit the ground still...

  14. #14
    RedGuard's Avatar Protector Domesticus
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    Default Re: Sieges - Mine are still broken

    Your not Alone Friar Chris mine ares till just as broke as ever even after a recommended reinstall

  15. #15

    Default Re: Sieges - Mine are still broken

    I am pretty sure they hard coded this. if they remove it that it will crash the game. this feature has been present in all warscape games. its not like they dont want to get rid of it... they CANT get rid of it.

  16. #16

    Default Re: Sieges - Mine are still broken

    Quote Originally Posted by Toho View Post
    I am pretty sure they hard coded this. if they remove it that it will crash the game. this feature has been present in all warscape games. its not like they dont want to get rid of it... they CANT get rid of it.
    This is a pretty huge misunderstanding as to how game programming works. The torching will be in the game in three ways:

    1. The actual raw ability to interact with gates in such a way, in the programming
    2. The torch data itself, which we can mod, but not remove because it's referenced by the programming. Range, incendiary damage etc.
    3. The AI programming (or lack thereof...)

    They absolutely CAN get rid of it, as it's 1. and 3. in that list that are actually in the game programming, and the same areas have been edited already to change capture flags in battles and the AI responses to capture flags, to MAKE Caesar in Gaul and have it functional in the same game executable, to change the AI since release.

    There is no reason at all that they can't make editions to the game and to warscape in patches, they already have done so and continue to do so quite frequently. It's their game, they have full permissions for the programming and they absolutely can get rid of it.


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  17. #17
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Sieges - Mine are still broken

    Quote Originally Posted by Toho View Post
    I am pretty sure they hard coded this. if they remove it that it will crash the game. this feature has been present in all warscape games. its not like they dont want to get rid of it... they CANT get rid of it.
    Wiat You cant torch in nap and empire?

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  18. #18

    Default Re: Sieges - Mine are still broken

    Nope instead to counter the lack of AI, all units can throw ropes that they magically carry with them to climb up everything.


    But hey at least its better then every single Japanese person being a ninja and climb pointless walls in shogun.



    The Ai has been buggered since MED 2 in terms of sieges

  19. #19

    Default Re: Sieges - Mine are still broken

    Quote Originally Posted by Tyso3 View Post
    Nope instead to counter the lack of AI, all units can throw ropes that they magically carry with them to climb up everything.


    But hey at least its better then every single Japanese person being a ninja and climb pointless walls in shogun.



    The Ai has been buggered since MED 2 in terms of sieges
    You're right, but I disagree with you on Shogun II. Samurai climbing walls wasn't a broken feature, it was actually a reality of feudal Japanese castle assaults. I think there's even a thread on the Shogun II forum detailing some of the recorded instances of this taking place.

  20. #20
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    Default Re: Sieges - Mine are still broken

    Some people seem to think that if you just delete the torches from the game, the AI will suddenly "wake up" and start using its siege weapons instead.

    But the torches are just a band-aid on the real problem: lacking AI.

    If you take off that band-aid you will see the festering wound that lies beneath
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