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Thread: [Siege] Another long forgotten feature!

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  1. #1
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Siege] Another long forgotten feature!

    Well...suddly MORE evidences that siege is ONE of the R2 weak points.
    This time the scenario is like this:
    Athens (strangely without Acropolis) under Macedonian rule (mine) with:
    Guarrison of 10 units.
    Army with one general with 6 units.
    Attacker: Sparta
    1st army ONLY with one unit (general on foot).
    2nd Army 20 units with both infantry and cavalry.
    3rd Army of 4 ship marrines.
    Battle starts and the 1st army general has a ladder while the rest 3 ladders are placed in the other side of the map.
    Marrines land in the same side that general advances while the 2nd army apears in the entire opposite side!
    So far so good!
    My general attacks the spartan one and force him to let ladders and pursue my general up to walls where my javelinmen kill everyone.
    So far everything looks natural.
    Marrines though do not attack in another gate that is close to their landing spot ,neither they go for the ladder that Spartan general left.
    They go straigh to the spot that the 2nd army apear and that means they march the entire length of the walls loosing soldiers by the wall towers.
    In the meanwhile the 2d army(black arrow) DOES NOT use the ladders (red arrow) and gathers all its range units to the wall corner to kill two units of slingers.
    Then -after loosing half of their men- 2nd army desides to burn up the gate taht is near to them and they do it succefully but by that time the army has not enough men left to brake through two units that guard that entrance!
    Enjoy (press show image to see it in full size)


    I strongly sugest CA developers to FINALLY OPEN AI scripts of Rome TW 1 and "translate" them to the scripts now used in R2 !
    I hope that those scripts are STILL property of CA because i can not explain otherwise the lack of use them as basis and improvement!!!
    Attached Thumbnails Attached Thumbnails 214950_2014-04-20_00001.jpg  
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  2. #2
    TheCenturion24's Avatar Semisalis
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    Default Re: [Siege] Another long forgotten feature!

    To be honest Anthoniusll, it wouldn't be as simple as 'converting' the scripts over.

    AI is clearly unable to process whatever scripting is supposed to be in these siege battles. I don't believe CA is made up of monkeys; you're missing reality if you think CA's team is incompetent.
    Last edited by Ishan; April 22, 2014 at 12:47 PM. Reason: off-topic

  3. #3
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Siege] Another long forgotten feature!

    That is why i wrote the word "translate" in the 1st place. Ofcourse codding and scripting inside difererent game machines are also diferent.
    But..what we mean with threads like this is more simple:
    CA developement team starts a game named Rome 2 TW.
    In the team exists a guy that was awarded as R1 modder espesialy in tha AI (CAI/BAI) scripting.
    The 1st game (Rome I) had already a basic AI behaviur that strangely was better than ANY TW game after it!
    The team should open the R1 game , observe what AI does and 1st make something similar to their new game engine.
    The shoud be the 1st step (R2 to be atleast SAME as R1).
    The 2nd step would be to improve that basic AI/game behaviur ussing all the new achievements the TW games after it had ( brake through multi layer wall fortification of M2TW) !
    Shogun II in a paradox way had much better siege AI begaviur than the last TW games and that gave us some hopes! Atleast that game has same or similar game engine.
    Someone will say that i S2 AI does not brake walls! True but in S2 AI assaults fortifications from multiple directions in the same time!
    Even that simple AI behaviur DOES NOT exist in Rome 2...That is why we wonder what is going on in that dev team!!!!!!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  4. #4
    TheCenturion24's Avatar Semisalis
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    Default Re: [Siege] Another long forgotten feature!

    Yes, but, it's not that simple; it may not be necessarily possible at all to 'translate' Rome I's coding into Rome II's, since I imagine they're very, very different. If it were possible, I have no doubt we'd have something better than what we have now.

    The problem with it isn't that the behavior doesn't exist; it's that it doesn't work. And it's clear they don't have a way to fix it.
    Last edited by Ishan; April 22, 2014 at 12:51 PM. Reason: off-topic

  5. #5

    Default Re: [Siege] Another long forgotten feature!

    Few posts deleted\edited. I would like to remind users of this:
    Quote Originally Posted by Ishan View Post
    People in this thread are talking about Rome 2 siege AI's drawbacks and compare it with RTW's siege AI over 3 specific points:
    1) Pro-activity
    2) Positioning
    3) Breaking Units

    Read the OP again. PM me if anyone has a problem understanding this.
    Lastly, if anyone didn't knew, warscape has nothing to do with how Siege AI behaves. Game AI ≠ Rendering engine. Warscape is a graphics engine used for rendering.
    ETW is built on a brand new rendering engine, internally code-named “Warscape”. The Engine is DirectX9-based, supporting both Shader Model 2 and Shader Model 3 graphics hardware.
    ^Source: SEGA

    So don't bring that here, it's off-topic. PM me with any queries related to this.

  6. #6

    Default Re: [Siege] Another long forgotten feature!

    Listen guys, CA is going to address exactly zero of those issues. While the OP made good, solid points, the best thing you can do if you want to experience that AI is play Rome I. Rome II was released last year, it got tons of patches. It is what it is. Rome I's AI, particularly the Siege AI, is hundreds of times better. We all know this. I've never seen it simply refuse to attack in hundreds if not thousands of battles. The three issues you mentioned are simply not going to get fixed. I'm sorry.

    There is always this undercurrent in many threads as people try to show the game is terrible, as if they wanted to punish CA with their words. And at this point, it is getting ridiculous. If you don't like the game, the best thing you can do is never visit this forum again.

    The silence will be deafening.
    Last edited by Fallen851; April 23, 2014 at 09:35 AM.

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