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  1. #1
    The Creator of Stories Member Parallel Pain's Avatar
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    Default Idea: Since the campaign AI is moddable...

    Why not make it competent?

    Right now it does this:

    Step 1) Make an army big enough and high quality enough to match the enemy force in province X, a border province of an enemy
    Step 2) Move into province X and attack any enemy army in it
    Step 3) After all the field army in that province capable of marching to save the settlement is gone, lay siege to the settlement
    Step 4) Take the settlement
    Note: If the army loose a battle, move back to friendly province and get more troops.
    And also if any enemy army is in own territory, send all available force after it.

    Right now that gets exploited to death, with players (at least me) occupying all the bridges, and move a good stack into the enemy territory and occupy the high ground and destroys everything that comes at them.

    So making the Seleucids as an example:
    Step 1) It decides to focus on the Ptolemy
    Step 2) It builds up offensive armies on provinces bordering the Ptolemy.
    Step 3) It sends token stacks (enough for defense, not enough for offense) to occupy river crossings and build forts on high ground for a defensive stance against all other enemy faction.
    Step 4) It sends it's large stacks into the Ptolemy territory to occupy any river crossing and high ground to try to force the Ptolemy into a decisive battle.
    Step 5) It finally moves to siege the city
    Note: If it is defeated it tries to move toward the nearest friendly army OR the nearest friendly province. If it meets the nearest friendly army the two either join or move together.

    If the Ptolemy move its stacks into a province and occupies bridge and highground. Send a stack and plant it near the Ptolemy stack to keep an eye on it, but not to attack until a sufficient force has been gathered to win (or so it thinks). The Ptolemy will also be programmed to do this, and so any Seleucid stacks in Ptolemy province would also have to judge if it can beat its shadowing opponent on the ground its standing on. If it can, attack. If it can't well, don't wait to be annihilated unless there's no choice, move to some even better ground or co-ordinate with other stacks for gang-up or bypass them and head toward the settlement and lay siege to it to force a battle on chosen ground.


    And one easy way not to break an alliance is not to target any province of an ally border or not unless there are no other bordering factions that's not an ally, in which case choose one and not all at once. And don't choose the player's province at the first available opportunity.

    Right now it's a grind game with the AI just throwing army after army directly at the problem with no brains what so ever. I don't want a grind game. After playing half a campaign it really tests your patience (at least mine) as you do the same thing over and over and over again.

    Oh and of course throw out the "I will fight to the death always, you haven't beaten me even if I only have one settlement with 50men (not units, men) left.

    If I was the Seleucid, and I destroyed all the Ptolemy stacks laying between me and Alexandria, I expect the Ptolemy to be begging for mercy and willing to pay tribute and all that. After all it's a lot better than loosing Alexandria. And it won't attack me again until it has rebuilt sufficient strength.


    Hopefully with that it'll turn into a game that challenges your brain instead of one that tests your patience (Don't want EB to turn into an MMORPG experience after all).


    Now if only the battlefield AI is moddable too. Sick of doing the same thing over and over and over and over again on the battlefield as well.

  2. #2
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    These are good ideas, but we don't have anyone specialized on AI modding to implement them right now. Quite a few months ago we tried contacting a few people who were investigating the AI but it didn't pan out due to their lack of time IIRC.
    So, if anyone reads this and feels like they have a grip on AI modding on M2TW and has the time to experiment and implement it we do need the help.

  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    Battle AI is moddable as well, though limited, just like with the campaign AI. You can make the AI want peace more readily, but you cannot make it give tribute etc., and there is noly so much that can be modded. Check out these 2 threads for discussions on campaign AI and modding it:

    http://rtw.heavengames.com/cgi-bin/f...t&f=9,6718,,10
    https://forums.totalwar.org/vb/showthread.php?t=95416

    And this thread has good tips for general AI stuff:

    https://forums.totalwar.org/vb/showthread.php?t=83709

  4. #4
    Wannabe Member The General's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    ... More bridge battles?
    I has two balloons!

  5. #5
    The Creator of Stories Member Parallel Pain's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    That's good for a challenge. Or you'll have to use some brains to bypass the bridge.

    I still remember shogun where you HAVE to fight bridges, that was FUN.

    When there's only TWO bridge battle in the whole of a 150 year campaign in which I had to attack, and during one battle instead of blocking the bridge the AI decided to occupy the high ground, and during the other not only did it not block the secondary ford, after I crossed it still didn't send troops to meet me and just stood there as I moved my HA behind it and shot it to pieces and it still just stood there...

    It tells me a lot about the competence of AI.
    Last edited by Parallel Pain; 05-09-2008 at 17:09.

  6. #6
    Prince of Maldonia Member Toby and Kiki Champion, Goo Slasher Champion, Frogger Champion woad&fangs's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    IIRC the AI does not know about the existance of the second ford.
    Why did the chicken cross the road?

    So that its subjects will view it with admiration, as a chicken which has the daring and courage to boldly cross the road,
    but also with fear, for whom among them has the strength to contend with such a paragon of avian virtue? In such a manner is the princely
    chicken's dominion maintained. ~Machiavelli

  7. #7

    Default Re: Idea: Since the campaign AI is moddable...

    Quote Originally Posted by woad&fangs
    IIRC the AI does not know about the existance of the second ford.
    I can only speak for RTW on this, but it does know about the existance of the second ford. I have seen the AI use the ford, but only when i had positioned troops to guard it...
    Read about glory and decline of the Seleucid Empire... (EB 1.1 AAR)

    from Satalexton from I of the Storm from Vasiliyi

  8. #8
    Member Member Cartaphilus's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    Quote Originally Posted by The General
    ... More bridge battles?
    No, please!!!!!!



    I've fought hundreds of ford/bridge battles in EB, and I am tired of them.
    So in the future I'll do as the saxons in Maldon.
    Last edited by Cartaphilus; 05-10-2008 at 00:43.
    "Iustitia procurat pacem et iniuria bellum, humilia verba sunt nuntii pacis et superba, belli." (Ramon Llull)

  9. #9
    The Creator of Stories Member Parallel Pain's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    Use your brains, it's a strategy game.

    And yes woad&fang, just while that explains why they didn't guard it, it doesn't explain why they don't send troops to meet me once I'm on the other side (and on their rear too).

    Besides, while having defended crossings, I've never seen the AI smart enough to permanently guard a strategic crossing with a sizable force, and certainly when they do accidentally put a stack on it, just moving beside the stack and ending turn will make it either move off or attack you. And there are plenty of places to bypass crossings.

    And heck it's nice if you have to assault once in a while for a change.
    Last edited by Parallel Pain; 05-10-2008 at 09:17.

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