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Thread: Changes to Battle AI?

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  1. #1

    Default Changes to Battle AI?

    I was watching a video of the mod a while ago and noticed that there were quite capable reserves held back by the AI. This seemed to be great but i was disappointed when instead of flanking on an open flank with AI cavalry the AI instead rear charged his own men and were essentially wasted.
    Any info would be great. Couldnt seem to find any on the form/stickys.

  2. #2

    Default Re: Changes to Battle AI?

    Well thats because we can't actually edit the BAI, its simply a hack by adding values that the BAI seems to enjoy playing ball with. Its unpredictable and impossible to control but the BAI does seem to behave smarter than in vanilla, if only a little. Its not something (unfortunately) that I would be able to fully fix.

    Its similar to how the BAI was improved in Rome 2 by people adding to the sight range of units.

    EDIT: Also unfortunately most of the progress I made there has been lost during further development of the battle mechanics, though some properties still remain.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  3. #3

    Default Re: Changes to Battle AI?

    Quote Originally Posted by Petellius View Post
    W

    EDIT: Also unfortunately most of the progress I made there has been lost during further development of the battle mechanics, though some properties still remain.
    This is quite sad to know, could you please be more specific about what brand new battle dynamics we are going to experience in AE then?

  4. #4

    Default Re: Changes to Battle AI?

    The battle dynamics are mostly about reduced casualties, more realistic combat in terms the importance of fatigue and morale and different factors (from missiles suppressing units and making them less combat, to cavalry charging down units that simply wont stand against them).

    I still do look into the BAI but its so hard to predict any real change that ultimately I had to give up and focus on the balance instead.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  5. #5

    Default Re: Changes to Battle AI?

    This is extremely sad - I would give anything for better battle AI

  6. #6

    Default Re: Changes to Battle AI?

    Quote Originally Posted by N0vaxz View Post
    This is extremely sad - I would give anything for better battle AI
    Theoretically making changes to battle AI should theoretically be possible in campaign battles (but not custom battles) via battle scripting. Theoretically it would give full control over individual units (so the script can directly command a unit and tell it what to do), but it's very limited due to the lack of information about the battle and especially the battle map that scripts can access. As far as I'm aware nobody has tried modding BAI through this technique yet.

    Anyways, even when disregarding limitations, whether part-time modders like myself could out-do professional AI coders is very questionable even with the domain-specific knowledge surrounding modified battle mechanics.
    Last edited by Causeless; August 27, 2016 at 08:10 AM.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  7. #7

    Default Re: Changes to Battle AI?

    Quote Originally Posted by Causeless View Post
    Theoretically making changes to battle AI should theoretically be possible in campaign battles (but not custom battles) via battle scripting. Theoretically it would give full control over individual units (so the script can directly command a unit and tell it what to do), but it's very limited due to the lack of information about the battle and especially the battle map that scripts can access. As far as I'm aware nobody has tried modding BAI through this technique yet.

    Anyways, even when disregarding limitations, whether part-time modders like myself could out-do professional AI coders is very questionable even with the domain-specific knowledge surrounding modified battle mechanics.
    True, but that isn't something I sadly have the time to do. I'd like to try at some point but I doubt I would make much of an impact as despite how much I may hate the Vanilla BAI, I do realise its a damn hard thing to get right.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

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