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  1. #1
    Sixt's Avatar Civis
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    Default Campaign ai

    Thank you for this great mod.
    I experience some weird things from the cai. I like it is agressive, but sometimes when it shouldn't attack it attacks. Like when you have 20 men garrison in a settlement and the ai chooses to attack with an army of 6 units, where the power bar is nearly all yellow for my units. I have seen this behaviour alot. Also when i attack an enemy army in the open with overwhelming force, it doesn't retreat though it is clearly gonna lose.
    I play on N/N Other than the dei mod i use some submods: 12 turns per year, NO PO garrison negative, increased upkeep and cost of units, De AI Arbitriis - for Divide Et Impera, and the kulturkampf for dei mod.
    Im i the only one experiencing this?

  2. #2

    Default Re: Campaign ai

    Quote Originally Posted by Sixt View Post
    Thank you for this great mod.
    I experience some weird things from the cai. I like it is agressive, but sometimes when it shouldn't attack it attacks. Like when you have 20 men garrison in a settlement and the ai chooses to attack with an army of 6 units, where the power bar is nearly all yellow for my units. I have seen this behaviour alot. Also when i attack an enemy army in the open with overwhelming force, it doesn't retreat though it is clearly gonna lose.
    I play on N/N Other than the dei mod i use some submods: 12 turns per year, NO PO garrison negative, increased upkeep and cost of units, De AI Arbitriis - for Divide Et Impera, and the kulturkampf for dei mod.
    Im i the only one experiencing this?
    I've only seen the AI do these suicidal attacks when I take their last remaining territory and they have an army in the field.

    Sent from my Pixel 2 XL using Tapatalk

  3. #3

    Default Re: Campaign ai

    It could be some of those submods, the last 2 I think deal with AI.

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  4. #4
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Campaign ai

    Quote Originally Posted by Dresden View Post
    It could be some of those submods, the last 2 I think deal with AI.

    I'll forward this to @Joysong.

  5. #5
    waidizss's Avatar Ordinarius
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    Default Re: Campaign ai

    Have not seen this happen. Have witnessed AI attacking when they have slim chances of winning, but never (apart the lost-settlement doomsday tick) attack when odds are against them. Saying that, the AI does do some weird attacks some times but never at a margin OP has mentioned. I'd say what I've seen is fine considering that it gives roleplaying a bit of immersion.
    Data Venia hardcore couch general edition: 'Competent' AI, reworked unit stats, realistic speeds, more planning, more strategy, less arcade, less cheese.

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  6. #6

    Default Re: Campaign ai

    Its always better to have the AI err on the side of aggression. Because over the course of a campaign, if they go the other way (defensive/passive) it will snowball in that direction. Having said that, I am pretty sure its something from a submod. There is a setting in the cai personality strategic table you can change that will affect how the AI determines strength and when to attack. Ours is set close to 1, which means the AI will usually only attack if they have a chance at victory. If you lower that value, they will attack even with no chance.

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  7. #7
    Joysong's Avatar Miles
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    Default Re: Campaign ai

    Quote Originally Posted by Dresden View Post
    Its always better to have the AI err on the side of aggression. Because over the course of a campaign, if they go the other way (defensive/passive) it will snowball in that direction. Having said that, I am pretty sure its something from a submod. There is a setting in the cai personality strategic table you can change that will affect how the AI determines strength and when to attack. Ours is set close to 1, which means the AI will usually only attack if they have a chance at victory. If you lower that value, they will attack even with no chance.
    Quote Originally Posted by Greek strategos View Post
    I'll forward this to @Joysong.
    hmm not sure if this has something to do with our mods.

    De AI Arbitrii: in a nutshell affects the decision after an attack on a settlement (effects db lines: cai_personalities_tables / cai_personality_occupation_decision_components_tablets / cai_personality_occupation_decision_priorties_tablets

    so no strategic lines. Do you think its still could be the De AI Arbitrii mod ?

    Cultrial Tensio: increases cultural tension between traditionally antagonistic peoples and repurposes the colonization and conversion system. so nothing in de cai line.

    ps: atm i'm using an new campaign as rome without De AI Arbitrii. the Northen gauls attacked me in a settlement when i had a fully stacked army and full garrison in the city. changes of a victory for the ai was 20%
    Last edited by Joysong; December 17, 2017 at 02:05 PM.

  8. #8

    Default Re: Campaign ai

    Thats odd, because we have the same settings as vanilla for determining strength when to attack as far as I know. Maybe its something in the base game they changed.

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  9. #9
    Sixt's Avatar Civis
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    Default Re: Campaign ai

    hope it's something you can fix, its alittle game breaking for me. Will it help if i take some pics next time i play?

  10. #10

    Default Re: Campaign ai

    I have noticed this type of behavior too and was reporting it, but my guess that it was tied to a specific faction. I mean with standard Syracuse army (before patch 18) I always had way higher auto-resolve chances then now I have with elite Suebi armies after patch. My armies are much better and AI still attacks me and I win all those battles, but if I would autoreslove those battles it would be decisive defeats every time for me. So this means AI have way off calculations which is really bad for a campaign if other people can prove this too.

  11. #11

    Default Re: Campaign ai

    Same here, recently I had situation when some barbaric tribe walked all the way trought their lands just to attack my 20 uber roman stack with their 20 stack which was all yellow cuz squads were like half man.

  12. #12

    Default Re: Campaign ai

    I had similar issue recently. Half-stack AI attacked my full stack garrison.

  13. #13

    Default Re: Campaign ai

    Its possible that the AI doesn't see the autoresolve chances with our latest updates, I dont know. In terms of the AI settings, we haven't changed anything with that. I will check out the vanilla settings.

    Quote Originally Posted by Vardano View Post
    I have noticed this type of behavior too and was reporting it, but my guess that it was tied to a specific faction. I mean with standard Syracuse army (before patch 18) I always had way higher auto-resolve chances then now I have with elite Suebi armies after patch. My armies are much better and AI still attacks me and I win all those battles, but if I would autoreslove those battles it would be decisive defeats every time for me. So this means AI have way off calculations which is really bad for a campaign if other people can prove this too.
    This is actually the opposite of the problem described. Everyone else is saying the AI attacks when they have no chance in auto resolve. Having new auto resolve chances for various armies is just a byproduct of having the stat changes I think. Its actually working if you would do better fighting the battle.

    If the AI is attacking when they have no chance in autoresolve, that is a problem. Although I have a feeling that these may be some isolated circumstances possibly based on some specific campaign scenarios. But, I am not sure on that. Some of these sound like they are when the AI attacks a city mostly? So maybe there is a setting there that is wrong.

    Edit - if anyone wants to try this fix out and see if it changes anything as they play, let me know http://www.mediafire.com/file/zyu4i2...%40CAIfix.pack (just put it in the data folder and load it like a submod)
    Last edited by Dresden; December 18, 2017 at 02:48 PM.

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  14. #14

    Default Re: Campaign ai

    Quote Originally Posted by Dresden View Post
    Its possible that the AI doesn't see the autoresolve chances with our latest updates, I dont know. In terms of the AI settings, we haven't changed anything with that. I will check out the vanilla settings.


    This is actually the opposite of the problem described. Everyone else is saying the AI attacks when they have no chance in auto resolve. Having new auto resolve chances for various armies is just a byproduct of having the stat changes I think. Its actually working if you would do better fighting the battle.

    If the AI is attacking when they have no chance in autoresolve, that is a problem. Although I have a feeling that these may be some isolated circumstances possibly based on some specific campaign scenarios. But, I am not sure on that. Some of these sound like they are when the AI attacks a city mostly? So maybe there is a setting there that is wrong.

    Edit - if anyone wants to try this fix out and see if it changes anything as they play, let me know http://www.mediafire.com/file/zyu4i2...%40CAIfix.pack (just put it in the data folder and load it like a submod)
    I will try it out. I will let you know if I found AI still start a battle that they will definitely lose in auto-resolve.

  15. #15
    Joysong's Avatar Miles
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    Default Re: Campaign ai

    Quote Originally Posted by Dresden View Post
    Its possible that the AI doesn't see the autoresolve chances with our latest updates, I dont know. In terms of the AI settings, we haven't changed anything with that. I will check out the vanilla settings.


    This is actually the opposite of the problem described. Everyone else is saying the AI attacks when they have no chance in auto resolve. Having new auto resolve chances for various armies is just a byproduct of having the stat changes I think. Its actually working if you would do better fighting the battle.

    If the AI is attacking when they have no chance in autoresolve, that is a problem. Although I have a feeling that these may be some isolated circumstances possibly based on some specific campaign scenarios. But, I am not sure on that. Some of these sound like they are when the AI attacks a city mostly? So maybe there is a setting there that is wrong.

    Edit - if anyone wants to try this fix out and see if it changes anything as they play, let me know http://www.mediafire.com/file/zyu4i2...%40CAIfix.pack (just put it in the data folder and load it like a submod)
    i tested it yesterday and before fix gauls where comming for me 1 fully stacked army where i had more. after the fix the ran to there home territory. haven't seen that before the fix.

  16. #16

    Default Re: Campaign ai

    Was paying more attention to this and can confirm from my side that the AI is now a suicidal freak, will try the fix,

    Thanks,

  17. #17

    Default Re: Campaign ai

    I changed 2 values for the AI's determination of when to attack. I am not sure just how much to change them, but for now I set them to be more at a base level. Previously they were a bit more reckless.

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  18. #18
    RollingWave's Avatar Praepositus
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    Default Re: Campaign ai

    Yeah I can confirm that the AI is prone to doing suicide attacks on settlements at times.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  19. #19

    Default Re: Campaign ai

    In my actual Rome campaign in GC, I have seen just 2 suicidal attacks....not a big deal. Not taking in account the ones doing by "the last army of certain faction" wich is normal and reasonable to happen because they try to take whatever settlement they can before dying of starvation.

  20. #20
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: Campaign ai

    Feel free to check Dresden's fix and let us know people.
    Cheers.
    Last edited by ♔Greek Strategos♔; December 20, 2017 at 05:56 AM.

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