Results 1 to 30 of 39

Thread: Idea: Since the campaign AI is moddable...

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

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

    Well, historically, a great many battles were fought at river crossings. In fact it would be interesting to get a % on it, especially during major invasions... The only big problem for EB is that the engine doesnt really represent the situation very well. Although bizarrely at least one of the custom battles in the RTW Alexander campaign does it rather excellently. the biggest issue being that the AI just resorts blindly to one massive frontal assault with its best units or sits on top of the nearest hill, not the opposite bank while defending.

    Personally in my fevered imaginings I would like to see siege type options brought up at these points. ie if the defender has been there a while he can fortify the position a little (although that option would be good anywhere on the map. Im not talking about actual forts because then you have no option to withdraw and just get stuck in them and cant get out without sallying, which is a nonsense IMO.) Also the attacking side would be able to build a pontoon bridge or rafts to cross the river elsewhere with certain units etc etc. Real life rivers are often far wider comparatively than represented in the game and in many cases could not be crossed on foot at all.

  2. #2
    Member Member stupac's Avatar
    Join Date
    Jan 2007
    Location
    This place called 'rooms,' there's a whole chain of them.
    Posts
    287

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

    Quote Originally Posted by Cambyses View Post
    Well, historically, a great many battles were fought at river crossings. In fact it would be interesting to get a % on it, especially during major invasions... The only big problem for EB is that the engine doesnt really represent the situation very well. Although bizarrely at least one of the custom battles in the RTW Alexander campaign does it rather excellently. the biggest issue being that the AI just resorts blindly to one massive frontal assault with its best units or sits on top of the nearest hill, not the opposite bank while defending.

    Personally in my fevered imaginings I would like to see siege type options brought up at these points. ie if the defender has been there a while he can fortify the position a little (although that option would be good anywhere on the map. Im not talking about actual forts because then you have no option to withdraw and just get stuck in them and cant get out without sallying, which is a nonsense IMO.) Also the attacking side would be able to build a pontoon bridge or rafts to cross the river elsewhere with certain units etc etc. Real life rivers are often far wider comparatively than represented in the game and in many cases could not be crossed on foot at all.
    True enough, I remember in reading the Conquest of Gual, Caesar had to build bridges for his 2 invasions over the Rhine into Germania. Though I'm sure there were natural fords on many rivers, they may not have been suitable for moving large numbers of troops, not too mention baggage usually carried by cart, and many rivers, like the Rhine were just too big period.
    Colder than a gut-shot bitch wolf dog with nine suckin' pups pulling a #4 trap up a hill in the dead of winter in the middle of a snowstorm with a mouth full of porcupine quills.

    My videos

  3. #3
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

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

    Quote Originally Posted by Cambyses View Post
    Personally in my fevered imaginings I would like to see siege type options brought up at these points. ie if the defender has been there a while he can fortify the position a little (although that option would be good anywhere on the map. Im not talking about actual forts because then you have no option to withdraw and just get stuck in them and cant get out without sallying, which is a nonsense IMO.) Also the attacking side would be able to build a pontoon bridge or rafts to cross the river elsewhere with certain units etc etc. Real life rivers are often far wider comparatively than represented in the game and in many cases could not be crossed on foot at all.
    This is absolutely impossible. Only us to modify the AI does not allow us to add new features to the battlemap. The closest you can get is the stakes that archers can setup before a battle, but we cannot automatically add them or stop an attacker from using them. We certainly cannot add anything you mention above.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  4. #4

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

    The EB team can only improve upon what the engine will allow, not create entirely new stuff for it.


  5. #5

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

    Yeah, I wish people would realize that.


    Which, that is a good topic for one of you EB members to post. Saying, we can only work within the M2TW and RTW engines (and posting limits) would probably stop a lot of pointless topics.


    Join the Army: A Pontic AAR
    https://forums.totalwar.org/vb/showthread.php?t=96984
    ...uh coptic mother****er:A Makuria Comedy AAR
    https://forums.totalwar.org/vb/showt...93#post1814493

  6. #6
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

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

    Even if the limits were posted and stickied, with outlines that said what could and couldn't be done, people wouldn't read it and just ask the question. Though it doesn't matter, we'll keep saying when things can't be done. Just don't take it personally when someone answers a good idea with "hardcoded".


  7. #7

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

    I checked things out with Byg over on the Stainless Steel Forums at TWC, and he said that his Grim Reality AI mod would be compatible with any mod of MTW2:Kingdoms. Any chance that that would work in the ancient era? Just wanting to be helpful.
    “He that is slow to anger is better than the mighty; and he that ruleth his spirit than he that taketh a city.”-Proverbs 16:32


    Read my Aedui AAR-"Across the Waters: A Story of the Migration"
    And the sequel "Sword of Albion"

  8. #8
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

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

    We will be looking to adapt the AI (particularly the campaign) to replicate the peculiarities of Classical diplomacy and warfare. An old member has rejoined us for just that purpose and the proposals so far look wicked. We may use other AI mods for information and research, but we will essentially be looking to modify the game in this way on our own terms.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO