
Originally Posted by
Symphony
Oh, rubbish.
Look, I'll agree that coding AI isn't as easy as some people make out. In particular, bug-hunting in AI code is generally more onerous than in other coding exercises; more variables that interact with each other, and multiplication of those interactions as they pile up the further down the decision tree you get, make it that way. So, it generally takes more trial-and-error iterations (and therefore more time and more failures) to fix unintended behavior that gets introduced. This is why I generally don't jump on the bandwagon that screams when an AI bug persists through several patches, or when things are still broken after patch notes say it should be fixed; I get that it takes more time.
....but it's not rocket brain science surgery, either. At the end of the day, code is just code; AI code is just "bigger" (it stacks in a more complex way). TW has always had a sub-par AI, and its quality (in a way that is noticeable and enhances the quality of the gameplay experience) hasn't progressed significantly since R:TW. What was understandable in 2003 becomes less so in 2015. Worse, it has regressed in some areas since then (pathfinding sticks out as the best example). Some of that is undoubtedly due to new feature implementation (CA trying to get the AI to do new and different things), and that's good of them to try, but not only can that account for all of it, CA would have been better off leaving those features out if the cost is a degradation in AI performance....I agree with Humble when he calls it the core of the game. If a clumsy workaround like torches are the only workable way to solve siege pathfinding issues, new AI features should have been stripped out until the workaround was no longer necessary.
The relative quality of AI in other games shows us that it doesn't require a military-grade understanding of AI to code something competent. I don't expect a flawless AI. I don't even really expect to be pushed by an AI; I'm human, and it's not....I'm always going to be smarter. But we can certainly expect more than what we got with Rome 2. This is a strategy game; laughable, easily exploitable AI shouldn't even be something we have to talk about.
I would have been happy with the AI in R:2 if it could have reliably replicated the actions of actual classical armies. This is not hard to do; history provides the model, and you simply have to make your AI do what somebody else did before. That would allow me, as a live human being, to react to that behavior and try to beat it. I'm not even expecting the AI to be so smart that it counter-reacts intelligently....just script the initial maneuvers to reliably simulate classical tactics, and I wouldn't be writing this post.
To the OP: People aren't talking about it because this is a TW project, and my personal expectation is that we'll see more of the same sub-par AI we've grown accustomed to.