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Originally Posted by Dunhill
WARNING: Those of you who are squeamish about in-depth arguments from gorgnards about game's AI's may wish to look away now....
Indeed. But only because the analysis is so flawed.
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I agree my argument is simplistic as it stands, but that is easily rectified, just a bit boring for those who have played the games I'm comparing. Which you obviously don't considering you only "suspect" TC2M has three unit types. It actually has more, including the officers and supply wagons.
So now you have 5. Big deal, TW has generals to match your officers. And as quit obviously, far more units. All sorts of infantry units, some melee, some missile, some both. Same for cavalry. And then there is artillery. And then there are the special units like priests which have minimal combat power but confer other benefits on nearby units.
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In addition, all units can be easily modified, and melee-only units are already being modded.
Irrelevant. The AI may not effectively use modded units. That said, the TW engine can be modded to include many more units than in vanilla TW. The point still stands, TW has far more many unit types and capabilities that the AI has to handle.
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Cavalry can also be mounted or unmounted, and artillery limbered and unlimbered (as well as choosing a number of ammo types).
The TW engine also included cavalry that could be mounted or unmounted, artillery could be effectively limbered or unlimbered (all this means is that an artillery unit can't move and fire at the same time). And TW has artillery that can move and fire - caroballistas. And TW artillery also has different ammo. Nothing unique here it seems for TC2M at all despite your claim.
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Units can also have a number of formations, including those that result from battle/morale effects.
TW units also have different formations as individual units - and also for the entire army. And TW reflects morale also, though it doesn't impact formations that I know of.
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In each way the games I highlighted are more complex than TW in the areas they deal with.
So far, I don't see much in your analysis that makes TC2M more complicated. And you seem to have ignored things the TW engine has to do that TC2M doesn't - assault and defend bridges/fords and assault/besiege cities/castles. Hmm, looks like you missed a big gap there, doesn't it?
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You are correct TW does have a tactical and strategic AI, but I wouldn't say just having both makes the AI better than only having one.
No, but game development is a matter of resources, and you're being naive if you don't recognize that. Resources - money, time - may not exist to make both best in class.
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What I've said is there are games out there with better AIs, tactical and strategic, because I see no direct connection between the two.
Perhaps. But it's very easy to cherry pick what you want. Pick any game and I can just about find some aspect in that game that is handled better in another game. The real issue is does the TW AI provide a reasonable challenge for the majority of players. I'd say that goal is met.
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The TC2M AI has much more unit information and map information to deal with than TW. The maps include a much greater variety of terrains that effect both movement and fire for units diffenently, and all that can be modded on much, much larger maps. The AI from TW doesnt have much in the way of terrain modification to consider, particulalry when it comes to movement.
Only if you ignore the need to assault/defend fords/bridges and assault/defend castles/cities. And are you sure about the impact of terrain in TW? Isn't movement different for grass, vs forests, deserts vs hills, vs rivers? Does TC2M have more terrain differences?
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The AI from TC2M has to deal with a diverse number of unit attributes that can of course be modded in a large number of ways, including everything TW deals with, but with many more numbers of units on the larger maps, with large numbers of hierarchical leaders, routes for communication, time and weather, LOS, supply, ammo tracking and reinforcements. The player or AI can even request aid in play, which the AI handles, not as scripted events mind you. I don't see the TW AI doing anything like that.
Again, modding is irrelevant since both games can be modded, and we shouldn't be comparing AI with mods, since modding can unbalance a game if the AI can't handle it. That said, I'll grant you some of the above - but you seem to ignore some things in TW.
You ignored the impact of shields/armor and armor piercing weapons. And you've also ignored the entire rock/paper/scissors aspect of TW. Some units defend better against cavalry, others have a strong charge, but have a weaker regular attack, etc. Many units have secondary weapons, some missile, some melee. Different units have different battlefield speed. And TW gives morale based upon location of the commander, location of supporting units, how the battles going, etc.. TW also have more of a paper/scissors thing going on that the AI needs to consider in deciding which units engage/defend against what unit. And again, the TW AI has to assault/defend bridges/fords, castles/cities. TC2M has to do nothing like this that I am aware of.
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The units positions on the map and relationship within the larger division or corp is also critical to the AI, and how it interacts with units of a different type. Lines are maintined, supply is protected, artillery is set up intelligently. Reserves are kept and used by the AI wisely. Terrain is used to advantage, surprise is possible. Roads are kept open to allow communication between corps, objectives are achieved on map in time and space.
Yes, here TC2M does have to do some things the TW engine doesn't have to. But it's a different game and the TW AI doesn't have to consider this information. But terrain can be used by TW also - use of hills, forests, rivers, etc.. You seem to be deliberately ignoring things the TW AI has to handle.
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In addition, you can adjust the AI with regard to a handicap for the computer (allow the AI to use bigger and better units), and the amount of CPU processing time you wish to allow the AI to use.
And you can't do the same (except for the CPU processing time) for TW? Again, why are you ignoring something the TW AI can do?
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How complicated do you think the tech tree/upgrades/economic model are for the for the strategic AI? I'd suggest they are laughably simple.
I'd suggest that's a laughably simplistic view. The strategic AI has to assess risk, invade or be invaded, who do you ally with, who do you declare war on, do you build economic buildings, or religious buildings, or military buildings. Do you build roads or defenses? Do you build land units or naval units? Do you invade by land or by sea? A good strategic AI is very difficult as it has to assess so many possibilities.
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If all that happened was for TC2M slapped any old strategic AI on top of thier tactical AI, it would beat TW hands down.
That's a silly statement. A crappy strategic AI would render tactical battles irrelevant. You're hyperbolyzing.
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As for the numbers of units, as they can be modded at will, the number of unit types is meaningless.
Not, not really since an AI has to be able to handle them. And we should be talking/comparing vanilla games to be consistent. Mods can change all sorts of things that render comparison difficult.
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TC2M lets you mod at will, including movement (with regard to terrain mods too), does TW let you do that?
What are all the TW movement/combat mods all about then? You probably should read up on TW modding before making such statements.
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It all deals with ranged fire, melee, movement, morale, leadership and more.
You can mode ranged fire, melee, movement, and morale in TW. Along with armor, armor piercing, missile capabilities and fire speed, capabilities vs specific unit types (cavalry, etc.)
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See how easy it is for me to give a far from simplified, logical, set of statements in support for why the AI for TC2M is much better than the AI for TW?
Actually, you haven't proven any such thing. All you've done is given statements showing the complexity of the TC2M AI. You've done nothing (nor have I) to show that the AI is actually any good at considering all those factors and using them effectively in battle. Complexity of AI does not equal better AI.