Page 2 of 9 FirstFirst 123456789 LastLast
Results 21 to 40 of 163

Thread: Better CAI "PiterAI" (smarter opponents) EB 2.4a

  1. #21

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by QKuhlmann View Post
    Now tried your CAI whith M/M and the same thing happened again. Lusotannians as an allie attacked in Round 25. Before that, no other war was declared by any faction in the whole game. I think, it's just a matter of personal taste (amd also a common issue in TW modding) . It is ok for me, that alliances are broken from time to time, but they have to mean something. I would like them to be harder to gain (for example only with good relationships) and then to be quite stable. In my two games, Lusotannians could have chosen to conquer more Rebel territories or to attack Karthago, to whom they were not allied. Instead of that, they decided to attack me at an early time of the game. For me, such AI-behavior makes the alliance system quite pointless.
    In EB, other than in vanilla MTW, it is very time consuming and expensive to build up a decent infrastructure. So I think, a more peaceful early game like in V2, that gives you time to build up before going to war, fits better in this kind of mod. Of course, other players may prefer more action right from the start. But this is just not my style of playing. So I think I'll switch to V2 CAI again. This of course means no offence! I think it's good to have some alternatives in CAI style, so that everybody can have a suitible gaming expierience.
    That would be too primitive and simple if AI is not attacking allies.

    Sam alliance reduces the chance of an attack. The Alliance also improves our relationship. With each higher level relationships reduce the chances of invasion. When relations 9/10 and 10/10 AI almost never reveals. You also need to skillfully manage garrisons on the border so that the AI ​​does not feel that he can start a war, easily winning several provinces.

    25 rounds is not enough to judge anything, especially in a slow mod.

  2. #22

    Default

    Ver 1.2 (fixed diplomacy)

    http://ge.tt/2kZ8jSv1/v/0

    Information

    Diplomacy is based on many factors but in short it works as follows:

    From the point of view of campaign difficulty level:

    VH level – AI considers player as its biggest threat so it tries to form alliances against the player and tends to go to war against the player. The AI factions easily form alliances if they consider the player their biggest threat.

    H level – AI considers the player as a threat and tries to form alliances against the player and tends to go to war against the player, but to a more limited extent than on VH level. If an AI faction neighbors a faction that is significantly stronger, it will try to find an alliance against such faction. In such situation AI may propose alliance to the player and be a loyal ally.

    N level – AI tries to form alliances against the strong empires (factions that are significantly stronger than AI) and tends to weaken them. If there are no such strong factions, AI will try to go to war against the player. If AI does not border the player, it tries to attack its weakest neighbor (if it tried to attack the weakest neighbor first, the campaign would be rather boring ).

    In general:

    If the AI’s invasion priorities (i.e. code command driving AI to invade a given target) do not exceed a minimum threshold, the AI will not attack other factions (except for rebel / neutral provinces).


    By using the „opportunistic invasion” command in the options of war and rebel provinces conquer, AI will sometimes ignore its diplomatic priorities. Besides, M2TW AI is bugged anyway.

    Alliances – if an alliance is not aimed against an enemy which is the AI priority target, it works as a „non-aggression pact”. The alliance code includes commands which drive AI to attack a common enemy but if it is not the AI perceived “priority enemy”, the chance that such attack will be executed is rather small (especially on VH difficulty).

    Preparations for war



    The tactics responsible for invasion is rather a slow and “lazy” procedure so the AI will usually gather its armies along the borders before it finally decides to invade. Also AI will train its best available units and agents – do not be surprised when an AI assassin kills your favourite general. For the human player this knowledge is not a big facilitation though, since the fact that AI is gathering its forces along the border does not mean that it is going to invade the player’s faction in the nearest future.


    In some circumstances (for instance when the player does not wage a war with its neighbors), a neutral AI faction will also keep its garrisons on the border, just as it waged a war against the (neutral) player. This AI behavior may change when the it is in war with other factions – in such case it may send all its forces to the endangered front.

    War


    The highest priority of AI is besieging settlements – AI uses almost all its military potential on a given front to besiege settlements. It is probably not the best solution but taking into account the limitations of the M2TW engine it seems to be pragmatic and sufficient – otherwise AI would wander its armies aimlessly over the map.
    Then, as a second priority, AI tries to attack the available targets in range, so sometimes when besieging a settlement, another AI army may come to support the siege or even attack a defending player’s army which stands near the besieged settlement (to help defend it in case of assault), while the first AI army still keeps the siege.
    Finally, AI tries to do an “opportunistic attack”, which in some circumstances may ignore other AI settings and priorities. But thanks to this “opportunistic” possibility, AI is more “intelligent” and able to use some unexpected situations to its benefit. Since AI tries to besiege settlements, sometimes it may happen that it will spare player’s army standing on the bridge / ford and will walk around to lay a siege to a settlement or spare the closest strongly garrisoned settlement to lay a siege to the weaker one.


    - AI trains the troops of good quality, generally better than in the majority of mods I’ve seen and I think even better than in the original EB2 (no offence to the original EB CAI coder) since the troops quality depends mainly on the tactics settings in file descr_campaign_ai_db – I don’t know whether the twc modders know that.


    - The additional advantage of such tactics is the AI ability of starving the besieged settlements – AI will not attack until it is certain that it will win (taking into account the result of the autocalc battle).


    - AI is able to hire the mercenaries, which I did not observe frequently using other M2TW CAIs,


    - Of course AI can spam agents in some circumstances (especially the pesky merchants but these are no longer in EB2),


    - When AI declares a war, it can – especially when the border is long – attack simultaneously with several armies in different places along the border, which can demolish a careless player (I hope you don’t use the unhistorical “reload”).


    - AI uses its agents better,


    - AI can successfully strike with a really good sea invasion. This part of the code is perhaps not perfect but in my view it is quite good in comparison to other M2TW CAIs - I would like to see a CAI code which does it better.


    Defence:


    - Here I coded the AI in such a way that it is not so easy to conquer the settlements by attacking an army standing near the settlement and wiping out the settlement garrison that joins the battle as reinforcements (AI tries to place its armies a bit farther from settlements).

    If the total strength ratio on a given front is unfavorable to AI, it will not attack openly but will rather sit in garrisons or try to defend based on bridges / fords and prepare ambushes in forests. On some occasions AI fooled me with the following scheme: I see a weak army near the forest, attack, the AI withdraws to the forest, I attack… and then I am ambushed by significantly stronger AI army. This is not very frequent but the AI in the old M2TW can show some tricks – it’s a pity that the original authors made so weak use of the AI potential in the vanilla game.

    Even on N difficulty if an AI faction concludes that it no longer have common interests with the player and at the same time the AI faction is not in war against any of its neighbours, it may break the alliance with the player. In such case only relations 10/10 or 9/10 can protect the player from breaking the alliance by the AI. If AI is in war with a non-neighbouring faction, it does not count as a war and AI may break the alliance as soon as its common interests with the player end.
    Thank you for the translation Polehammer
    Last edited by Abdülmecid I; May 17, 2018 at 04:46 AM. Reason: Consecutive posts merged.

  3. #23

    Default Re: New CAI/PiterAI1.0

    A lack of feedback for your excellent AI Piter. 60 turns into Ptolemy H/H game and enjoying the aggressive Seleukid AI. I blitzed Syria-Cilicia, but still have to maintain a military frontier around Antioch to handle Seleucid invasions. Meanwhile a bitter campaign took place in Anatolia for Sardis an Ipsos. Found Seleucids to be persistent and a good challenge. Now moving on Pergamum who refuses a ceasefire before I march on Cappadocia; cannot leave my flank open to a pergamum push when my hier's elite stack is tied up in the Anatolian foothills.

  4. #24

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by C_Leethal View Post
    A lack of feedback for your excellent AI Piter. 60 turns into Ptolemy H/H game and enjoying the aggressive Seleukid AI. I blitzed Syria-Cilicia, but still have to maintain a military frontier around Antioch to handle Seleucid invasions. Meanwhile a bitter campaign took place in Anatolia for Sardis an Ipsos. Found Seleucids to be persistent and a good challenge. Now moving on Pergamum who refuses a ceasefire before I march on Cappadocia; cannot leave my flank open to a pergamum push when my hier's elite stack is tied up in the Anatolian foothills.
    Thanks

  5. #25

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by C_Leethal View Post
    A lack of feedback for your excellent AI Piter. 60 turns into Ptolemy H/H game and enjoying the aggressive Seleukid AI. I blitzed Syria-Cilicia, but still have to maintain a military frontier around Antioch to handle Seleucid invasions. Meanwhile a bitter campaign took place in Anatolia for Sardis an Ipsos. Found Seleucids to be persistent and a good challenge. Now moving on Pergamum who refuses a ceasefire before I march on Cappadocia; cannot leave my flank open to a pergamum push when my hier's elite stack is tied up in the Anatolian foothills.
    yes i enjoyed it as well, it deserves more credit anybody looking for a good chalenging fun campaign should play piter AI as i am testing a load of boring stuff atm for the long campaign..great work piter.

  6. #26

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by mr mojo risin View Post
    yes i enjoyed it as well, it deserves more credit anybody looking for a good chalenging fun campaign should play piter AI as i am testing a load of boring stuff atm for the long campaign..great work piter.
    Dziękuje "Have fun" with the creation of new AI.

  7. #27

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by Piterx93 View Post
    Ver 1.2 (fixed diplomacy)

    http://ge.tt/2kZ8jSv1/v/0
    Oh man, you guys really need to update First Post with these links. Thanks!

  8. #28

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by alex86 View Post
    Oh man, you guys really need to update First Post with these links. Thanks!




    I can not do that. :/

  9. #29

    Default Re: New CAI/PiterAI1.0

    Oh, that's right, my bad. I think you need 25 posts first or something.

  10. #30

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by Piterx93 View Post
    That would be too primitive and simple if AI is not attacking allies.

    You also need to skillfully manage garrisons on the border so that the AI ​​does not feel that he can start a war, easily winning several provinces.
    not a fan of irrationally aggressive alliance-breaking AI, but I couldnt have agreed more with the above. alliance durability should not rest on good will alone. if one lowers his guards and thinks that it could go unnoticed, one should think again. pretty realistic imho.

    keep it up, Piter, dziękuję

  11. #31

    Default Re: New CAI/PiterAI1.0

    You can use this submod in other mods to make the AI ​​more aggressive ??? descr_campaign_ai_db.xml passing the file to the data folder of the mod ... and I noticed that some mods do not bring this files
    thanks

  12. #32

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by Sarkiss View Post
    irrationally aggressive alliance-breaking
    keep it up, Piter, dziękuję
    Proszę

    Could you describe the situation in which AI irrationally broke alliance?

    Quote Originally Posted by paloma_blanca1 View Post
    You can use this submod in other mods to make the AI ​​more aggressive ??? descr_campaign_ai_db.xml passing the file to the data folder of the mod ... and I noticed that some mods do not bring this files
    thanks
    http://www.sendspace.pl/file/2bba1a222de953efc0ffe2b - MOS, Third Age

    http://www.sendspace.pl/file/2bba1a222de953efc0ffe2b - Bellum Crucis

    http://www.sendspace.pl/file/b839fd8db46a5b59071dcc4 - Orient und Okzident


    pobierz = download

    descr_campaign_ai_db
    <faction_ai_label name="

    Tactics must agree to these files. Try to replace them in the file descr_strat.

    descr_strat
    ai_label

  13. #33

  14. #34

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by Piterx93 View Post
    Proszę

    Could you describe the situation in which AI irrationally broke alliance?



    http://www.sendspace.pl/file/2bba1a222de953efc0ffe2b - MOS, Third Age

    http://www.sendspace.pl/file/2bba1a222de953efc0ffe2b - Bellum Crucis

    http://www.sendspace.pl/file/b839fd8db46a5b59071dcc4 - Orient und Okzident


    pobierz = download

    descr_campaign_ai_db
    <faction_ai_label name="

    Tactics must agree to these files. Try to replace them in the file descr_strat.

    descr_strat
    ai_label
    excellent!!

  15. #35

    Default Re: New CAI/PiterAI1.0

    As for the vanilla, and add-ons kingdoms. You can install G5 ReallyBadAI Battle System v5.7 and add my AI.

    You just change the file strat and and additionally config_ai_battle

    <friendly-to-enemy-strength-ratio>1.5</friendly-to-enemy-strength-ratio>



    replace on
    <friendly-to-enemy-strength-ratio>0.5</friendly-to-enemy-strength-ratio>

  16. #36

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by Piterx93 View Post
    As for the vanilla, and add-ons kingdoms. You can install G5 ReallyBadAI Battle System v5.7 and add my AI.

    You just change the file strat and and additionally config_ai_battle

    <friendly-to-enemy-strength-ratio>1.5</friendly-to-enemy-strength-ratio>



    replace on
    <friendly-to-enemy-strength-ratio>0.5</friendly-to-enemy-strength-ratio>
    Thanks very thanks :9

  17. #37
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
    Join Date
    Dec 2012
    Location
    Makedonia, Greece
    Posts
    1,927

    Default Re: New CAI/PiterAI1.0

    How about the EB 2.01 and the new CAI they introduced according to this?

  18. #38

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by b0Gia View Post
    How about the EB 2.01 and the new CAI they introduced according to this?




    Works with eb2.01. I do not understand the question. In EB2.01 is different AI.

  19. #39
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
    Join Date
    Dec 2012
    Location
    Makedonia, Greece
    Posts
    1,927

    Default Re: New CAI/PiterAI1.0

    Ok glad to hear that is compatible with EB 2.01.

  20. #40

    Default Re: New CAI/PiterAI1.0

    Quote Originally Posted by b0Gia View Post
    Ok glad to hear that is compatible with EB 2.01.
    instal 2.01 then instal piter ai 1.2.....job done

Tags for this Thread

Posting Permissions

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