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Thread: Faction specific formations is possible!!

  1. #1
    bitterhowl's Avatar Campidoctor
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    Default Faction specific formations is possible!!

    Title says itself!!!!

    You just need to create new formation if descr_formations_ai then name it as a default triple_ai_missile_in_front, then set ai_priority to 1.0 and set supported_factions to faction you need.

    I did a raw test - took ordered_simple_line from descr_formations, did as I wrote - IT WORKS!
    Spoiler Alert, click show to read: 

    UPD More to say - attack/defence flags work too (didn't tested anti-cavalry/anti-infantry).
    Germanicu5 script was turned off during my test - in case of working G5 it immediately reforms formation after battle start.

    So what do we have now? A possibility for custom attack/defence formation for every ancietn faction in EBII for example.
    Last edited by bitterhowl; March 14, 2019 at 08:04 PM.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  2. #2
    z3n's Avatar State of Mind
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    Default Re: Faction specific formations is possible!!

    Have you been able to prevent it from breaking to a different formation for marching?
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  3. #3
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Without G5 - yes, they attacked me with initial formation without reforming, if they're overpower me.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  4. #4
    z3n's Avatar State of Mind
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    Default Re: Faction specific formations is possible!!

    Can you paste the code so I can see ? I am trying it but they keep breaking formation when marching.
    The AI Workshop Creator
    Europa Barbaroum II AI/Game Mechanics Developer
    The Northern Crusades Lead Developer
    Classical Age Total War Retired Lead Developer
    Rome: Total Realism Animation Developer
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  5. #5
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    This is my raw test
    Spoiler Alert, click show to read: 
    begin_formation ai_triple_missiles_in_front ;ordered_single_line

    ;;; purpose flags
    ;attack
    defend
    anti_cavalry
    anti_infantry

    ai_priority 1.0
    ;ai_priority 0.1
    supported_factions scotland

    ;; centre block
    begin_block 0
    min_units 1
    unit_type general_unit 1.0
    unit_type heavy infantry 1.0
    unit_type spearmen infantry 1.0
    unit_type light infantry 0.8
    ; unit_type skirmish infantry 0.6
    unit_type any 0.0
    block_formation line
    block_relative_pos 0 0.0 0.0
    inter_unit_spacing 0.0
    priority 1.0
    end_block

    ;; right of centre
    begin_block 1
    unit_type missile infantry 1.0
    unit_type light infantry 1.0
    unit_type skirmish infantry 1.0
    block_formation line
    block_relative_pos 0 2.0 0.0
    inter_unit_spacing 0.0
    priority 0.9
    end_block

    ;; left of centre
    begin_block 2
    unit_type missile infantry 1.0
    unit_type light infantry 1.0
    unit_type skirmish infantry 1.0
    block_formation line
    block_relative_pos 0 -2.0 0.0
    inter_unit_spacing 0.0
    priority 0.9
    end_block

    ;; right wing
    begin_block 3
    unit_type cavalry 1.0
    unit_density close
    block_formation line
    block_relative_pos 1 2.0 0.0
    inter_unit_spacing 0.0
    priority 0.9
    end_block

    ;; left wing
    begin_block 4
    unit_type cavalry 1.0
    unit_density close
    block_formation line
    block_relative_pos 2 -2.0 0.0
    inter_unit_spacing 0.0
    priority 0.9
    end_block

    ;; put the artillery and handlers behind everyone
    begin_dummy_block 5
    spans 0 1 2 3 4
    end_dummy_block

    begin_block 6
    unit_type handler 1.0
    unit_type siege 1.0
    block_formation line
    block_relative_pos 5 0.0 -15.0
    inter_unit_spacing 0.5
    priority 1.0
    end_block

    end_formation


    With this formation (fromXAI or somewhere else)- cavalry is in the first line, so it charges my infantry immediately, then comes enemy infantry too.
    Spoiler Alert, click show to read: 
    begin_formation ai_reserves

    ;;; purpose
    defend
    attack
    ai_priority 1.0
    supported_factions milan

    begin_block 0
    max_units 1
    unit_type skirmish infantry 1.0
    unit_type spearmen infantry 0.9
    unit_type heavy infantry 0.8
    unit_type light infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 0 0.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 1
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 0 -20.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 2
    max_units 1
    unit_type heavy infantry 1.0
    unit_type spearmen infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 1 -10.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 3
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 2 -10.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_dummy_block 4
    spans 1 2
    end_dummy_block

    begin_dummy_block 5
    spans 2 3
    end_dummy_block

    begin_dummy_block 6
    spans 1 2 3
    end_dummy_block

    begin_block 7
    max_units 1
    unit_type skirmish infantry 1.0
    unit_type spearmen infantry 0.9
    unit_type heavy infantry 0.8
    unit_type light infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 4 0.0 10.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 8
    max_units 1
    unit_type heavy infantry 1.0
    unit_type spearmen infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 5 0.0 -10.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 9
    max_units 2
    unit_type missile infantry 1.0
    unit_type skirmish infantry 0.9
    unit_type light infantry 0.8
    unit_type heavy infantry 0.7
    unit_type spearmen infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 25
    max_unit_width 25
    block_formation line
    block_relative_pos 6 0.0 -30.0
    inter_unit_spacing 5.0
    priority 1.0
    end_block

    begin_block 10
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 9 10.0 10.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 11
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 5 0.0 -50.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_dummy_block 12
    spans 6 7 8 9 10 11
    end_dummy_block

    begin_block 13
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 0 20.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 14
    max_units 1
    unit_type heavy infantry 1.0
    unit_type spearmen infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 13 10.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 15
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 14 10.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_dummy_block 16
    spans 13 14
    end_dummy_block

    begin_dummy_block 17
    spans 14 15
    end_dummy_block

    begin_dummy_block 18
    spans 13 14 15
    end_dummy_block

    begin_block 19
    max_units 1
    unit_type skirmish infantry 1.0
    unit_type spearmen infantry 0.9
    unit_type heavy infantry 0.8
    unit_type light infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 16 0.0 10.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 20
    max_units 1
    unit_type heavy infantry 1.0
    unit_type spearmen infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 17 0.0 -10.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 21
    max_units 2
    unit_type missile infantry 1.0
    unit_type skirmish infantry 0.9
    unit_type light infantry 0.8
    unit_type heavy infantry 0.7
    unit_type spearmen infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 25
    max_unit_width 25
    block_formation line
    block_relative_pos 18 0.0 -30.0
    inter_unit_spacing 5.0
    priority 1.0
    end_block

    begin_block 22
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 21 -10.0 -10.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 23
    max_units 1
    unit_type spearmen infantry 1.0
    unit_type heavy infantry 0.9
    unit_type light infantry 0.8
    unit_type skirmish infantry 0.7
    unit_type missile infantry 0.6
    unit_type handler 0.5
    unit_type siege 0.4
    unit_density close
    min_unit_width 20
    max_unit_width 20
    block_formation line
    block_relative_pos 17 0.0 -50.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_dummy_block 24
    spans 18 19 20 21 22 23
    end_dummy_block

    begin_dummy_block 25
    spans 0 12 24
    end_dummy_block

    begin_block 26
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 25 30.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 27
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 25 -30.0 0.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    begin_block 28
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 26 10.0 0.0
    inter_unit_spacing 1.0
    priority 0.9
    end_block

    begin_block 29
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 27 -10.0 0.0
    inter_unit_spacing 1.0
    priority 0.9
    end_block

    begin_block 30
    max_units 1
    unit_type missile cavalry 1.0
    unit_type heavy cavalry 0.9
    unit_type spearmen cavalry 0.8
    unit_type skirmish cavalry 0.7
    unit_type light cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 26 0.0 -20.0
    inter_unit_spacing 1.0
    priority 0.8
    end_block

    begin_block 31
    max_units 1
    unit_type missile cavalry 1.0
    unit_type heavy cavalry 0.9
    unit_type spearmen cavalry 0.8
    unit_type skirmish cavalry 0.7
    unit_type light cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 27 0.0 -20.0
    inter_unit_spacing 1.0
    priority 0.8
    end_block

    begin_block 32
    max_units 1
    unit_type missile cavalry 1.0
    unit_type heavy cavalry 0.9
    unit_type spearmen cavalry 0.8
    unit_type skirmish cavalry 0.7
    unit_type light cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 28 0.0 -20.0
    inter_unit_spacing 1.0
    priority 0.7
    end_block

    begin_block 33
    max_units 1
    unit_type missile cavalry 1.0
    unit_type heavy cavalry 0.9
    unit_type spearmen cavalry 0.8
    unit_type skirmish cavalry 0.7
    unit_type light cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 29 0.0 -20.0
    inter_unit_spacing 1.0
    priority 0.7
    end_block

    begin_block 34
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 28 30.0 0.0
    inter_unit_spacing 1.0
    priority 0.6
    end_block

    begin_block 35
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 29 -30.0 0.0
    inter_unit_spacing 1.0
    priority 0.6
    end_block

    begin_block 36
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 34 0.0 20.0
    inter_unit_spacing 1.0
    priority 0.5
    end_block

    begin_block 37
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 35 0.0 20.0
    inter_unit_spacing 1.0
    priority 0.5
    end_block

    begin_block 38
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 34 10.0 0.0
    inter_unit_spacing 1.0
    priority 0.4
    end_block

    begin_block 39
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 35 -10.0 0.0
    inter_unit_spacing 1.0
    priority 0.4
    end_block

    begin_block 40
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 38 0.0 20.0
    inter_unit_spacing 1.0
    priority 0.3
    end_block

    begin_block 41
    max_units 1
    unit_type heavy cavalry 1.0
    unit_type spearmen cavalry 0.9
    unit_type skirmish cavalry 0.8
    unit_type light cavalry 0.7
    unit_type missile cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 39 0.0 20.0
    inter_unit_spacing 1.0
    priority 0.3
    end_block

    begin_block 42
    max_units 3
    unit_type missile cavalry 1.0
    unit_type heavy cavalry 0.9
    unit_type spearmen cavalry 0.8
    unit_type skirmish cavalry 0.7
    unit_type light cavalry 0.6
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 25 0.0 20.0
    inter_unit_spacing 1.0
    priority 0.2
    end_block

    begin_block 43
    max_units 1
    unit_type general_unit 1.0
    unit_density close
    min_unit_width 30
    max_unit_width 30
    block_formation line
    block_relative_pos 25 0.0 -20.0
    inter_unit_spacing 1.0
    priority 1.0
    end_block

    end_formation

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  6. #6
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    So I implemented RRRC 2.0 formations into my mod, they're faction specified now. As for priority - I find that default formation ai_triple_ai_missile_in_front in core game files has 1.2 priority. So I set my to 1.5 And the AI start attacking me without regrouping for example when I set moors to mongian formation with horse archers in the first line.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  7. #7
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Youtube is not available for the moment. Here's 20 seconds of mongolian formation movement in my submod. Need YouTube and registered Fraps for more.

    https://yadi.sk/i/L-5uqXD7XEHbGg

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  8. #8
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    https://youtu.be/QKaM35PNGAo

    heavy_cavalry formation from RRRC 2.0 against me.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  9. #9
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Feedback is welcomed.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  10. #10
    z3n's Avatar State of Mind
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    Default Re: Faction specific formations is possible!!

    Can you upload a copy of your formations? I would like to test it because how I tried resulted in that marching bug.
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  11. #11
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Send them to you by PM.

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  12. #12
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Still working with it, had some progress but made a stupid mistake - didn't make backup of files when it worked as on uploaded video, and continued to change settings and add parts of code from other mods. So now some factions save formations and some reform to default. I'd like to have a consultant for all that parameters because some are self-explanatory but many are not.

    Also find a way to keep formation always stable but passive - with "dirty trick small formation" from Sinuhet's formations mod. When I use it AI always keep prescribed formation and start battle with archers and skirmishers going forward and firing missiles. If I do nothing then they fire till the end of ammo and retreat, then main army slowly attacks saving initial formation. If I attack archers then nearest enemy units defend them and later all enemy army partially attacks me. (So I lost my good working settings trying to force all formation attack me from start with Sinuhet trick added. I failed this)
    Last edited by bitterhowl; April 16, 2019 at 12:24 AM. Reason: misspelling

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  13. #13
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Fortunately I send my good settings to z3n, so I could restore them. So, if somebody have interest in testing these new formation-stable AI settings - write here or PM me.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  14. #14
    z3n's Avatar State of Mind
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    Default Re: Faction specific formations is possible!!

    Any updates on this?
    Last edited by z3n; May 01, 2019 at 03:09 PM.
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  15. #15
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Main discussion for a moment is here.

    http://imtw.ru/topic/41474-ev2-ekspe.../page__st__320

    You wrote there about 2 years ago or more.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
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  16. #16
    z3n's Avatar State of Mind
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    Default Re: Faction specific formations is possible!!

    Ahh, thanks! My Russian is awful I only know a few words and use the translator. I can try however.
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  17. #17
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Well, I can make a summary.

    I got a request for working formations only from EB2 fans. It is quite different epoch and needs some changes - too many ranged weapons and different role of cavalry. Main problem is absence of good working faction specific formations for that period. Because I find that right formation with right default_melee flags is just like Germanicus script because it can contain many single-unit blocks with 1.0 priority for one class of unit and right default_melee flag. Germanucus code acts similary. And I suppose that unit with wrong default_melee flag acts wrong as it has no default_melee at all. For example heavy cavalry without ranged wearpons seems to act wrong with fire_at_will_and_engage_at_will_and_skirmish flag which it get in unit block with 3-4 types of mixed cavalry units. Skirmish cavalry confirmed do wrong without fire_at_will_and_skirmish flag - it attacks infantry withous any skirmishing actions.

    So at the moment we haven't good formations for that time period because that ones which was ported from Rome I didn't adapted to M2 - they contain old unit classes which are still in kingdoms.exe. so there's no error but those classes are not functional (light_pilum_infantry, non_phalanx_spear etc).

    SS formations for medieval era and UltimateAI ones by GrandViz are near perfect but they don't contain phalanxes in necessary numbers. So we need a talented formation maker for EB2.

    As fot files that I send to you - descr_formations_ai there was an early version, so it works as need only for moors faction. If you want you have to edit ai_priority for other factions - make it higher than 1.3 and priority for core triple_ai_triple_missiles_in_front without any supported_factions has to be 0.01 This is my last investigations.
    Last edited by bitterhowl; May 02, 2019 at 01:24 PM.

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  18. #18
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    Here are my test additions to battle_config of EB2. (for my own mod hitrate is much higher)

    I separated hitrate for classes. Didn't have enough time for tests to match carefully the results for a moment
    Code:
    <melee-hit-rate>0.35
    		<cavalry>0.5</cavalry>
    		<elephants>3.5</elephants>
    		<heavy-infantry>0.6</heavy-infantry>
    		<missile-infantry>0.2</missile-infantry>
    		<melee-infantry-vs-phalanx>0.5</melee-infantry-vs-phalanx>
    		<spearmen>0.65</spearmen>
            <melee-infantry-vs-spearmen>0.85</melee-infantry-vs-spearmen>
    		<spearmen-vs-cavalry>0.85</spearmen-vs-cavalry>
    		<cavalry-vs-phalanx>0.0000001</cavalry-vs-phalanx>
    		<cavalry-vs-spearmen>0.1</cavalry-vs-spearmen>
    		<heavy-cavalry-vs-melee-infantry>0.75</heavy-cavalry-vs-melee-infantry>
    		<light-infantry-vs-spearmen>0.25</light-infantry-vs-spearmen>
    		<heavy-infantry-vs-spearmen>0.8</heavy-infantry-vs-spearmen>
    		<phalanx>0.6</phalanx>
    		<shield_wall>0.6</shield_wall>
    		<schiltrom>0.7</schiltrom>
    	</melee-hit-rate>
    Next part I took by the example from Winds of Scandia mod .xml. Not fact that it works. I want to understand difference between intercept-range and engage-distance. Are they similar and duplicating each other or not.

    Code:
    	<!-- unformed charge -->
    		<unformed-charge>
    			<!-- proportion of unit that will charge before unit task will finish -->
    			<finish-proportion-infantry-light>0.7</finish-proportion-infantry-light>
          <finish-proportion-cavalry-light>.6</finish-proportion-cavalry-light>
    	  <finish-proportion-infantry-heavy>.9</finish-proportion-infantry-heavy>
          <finish-proportion-cavalry-heavy>.9</finish-proportion-cavalry-heavy>
    	  <finish-proportion-infantry-missile>.5</finish-proportion-infantry-missile>
          <finish-proportion-cavalry-missile>.7</finish-proportion-cavalry-missile>
    			<finish-proportion-phalanx>1.0</finish-proportion-phalanx>
    			<finish-proportion-shield-wall>.95</finish-proportion-shield-wall>
    	  <finish-proportion-siege>1.0</finish-proportion-siege>
          <finish-proportion-spearmen>.8</finish-proportion-spearmen>
    		</unformed-charge>
    	</unit-tasks>
    	
    	<unit>
    		<general_unit>
           <intercept-range>15</intercept-range>
    	   <max-range-scale>2.0</max-range-scale>
    	   <collision-reaction-time>5</collision-reaction-time>
    	   <range-factor>
                <moving>0.6</moving>
           </range-factor>
         </general_unit>
          <spearmen>
            <intercept-range>50</intercept-range>
          </spearmen>
           <heavy-infantry>
            <intercept-range>50</intercept-range>
           </heavy-infantry>
           <light-infantry>
          <intercept-range>50</intercept-range>
          </light-infantry>
           <heavy-cavalry>
          <intercept-range>250</intercept-range>
          </heavy-cavalry>
           <light-cavalry>
          <intercept-range>275</intercept-range>
          </light-cavalry>
         <missile-infantry> 
    	 <intercept-range>175</intercept-range>
    	 </missile-infantry>
        <!-- phalanx configuration -->
        <phalanx>
          <intercept-range>15</intercept-range>
        </phalanx>
    Last edited by bitterhowl; May 03, 2019 at 04:45 AM.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  19. #19
    z3n's Avatar State of Mind
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    Default Re: Faction specific formations is possible!!

    I separated hitrate for classes. Didn't have enough time for tests to match carefully the results for a moment
    I'm not sure hit rate separated by classes actually works, that was some old code I saw somewhere (XAI I believe) and wanted to try it out.

    Next part I took by the example from Winds of Scandia mod .xml. Not fact that it works. I want to understand difference between intercept-range and engage-distance. Are they similar and duplicating each other or not.
    I'm not 100% sure whether that works or not. Only XML parts guareenteed to work are what the Total War (Creative Assembly) developers had in the vanilla config_ai_battle.xml.
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  20. #20
    bitterhowl's Avatar Campidoctor
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    Default Re: Faction specific formations is possible!!

    As for different values of engage distance for different classes of units - it works. I set 25 to spearmen and 100 to light/heavy/skirmish. Then triarii was quite passive in battle and principles where not. Both are spearmen but triarii are "pure" spearmen without any ranged wearpons and principles has primary thrown wearpon with range 60. So they were more active.

    During my tests confirmed works attack direction plan (now I test extended variant with different classes not only inf/cav/missile), unit priorities of attack different classes of units (general stopped before phalanx line then rode parallel to it and engaged flanking skirmishers) and outflank priority.

    But it all became broken with incorrect default_melee settings when unit is in the wrong block in descr_formations_ai. I had balearic archers who attacked phalanx without any single shot before.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

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