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

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  1. #1
    Wannabe Member The General's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    Quote Originally Posted by QuintusSertorius View Post
    There's only two things that need "fixing" in the battle AI as far as I'm concerned. If they're actually possible to sort in MII:TW, then I'll consider EB2 a must have game, and worth getting a new computer for. Because there's no way I can run MII:TW with my current machine, and I can't upgrade it either.

    Firstly, make the bloody AI capable of holding a line. Nothing fancier than not changing the formation once the battle starts. I've lost count of how many battles have turned into these ridiculously easy affairs because the AI marches it's units out one at a time, or sends one from a flank out to be beaten individually, or just sends them in all directions. Phalanx armies are the worst for this, but it happens with everything. This coupled with the issues with campaign AI are burning me out on RTW right now.

    So I don't know if that's the kind of level it's moddable at, but make the AI move all it's units together, keeping the formation it started with, and I'll be very happy.

    Second, stop the bloody generals killing themselves. Every single battle it seems, the general charges the front of a unit of formed-up spearmen, and gets killed. Often before the rest of his army has even engaged. So he gets killed and the rest of his army doesn't stick around for long.

    Campaign-wise, anything that would make the AI actually combine it's troops into proper, balanced forces would be good.

    And something that tells it when to stop attacking, particularly if it has few troops left. I know some of that is an issue with the military AI ignoring the diplomacy AI (cheers, CA!).
    Agreed.

    Oh, and I still posit the opinion that when it comes to bridge battles, less is better. I hate mindless slaughter in all its forms, and never station troops permanently at river crossings etc. It's okay to take advantage of them every now and then, especially if you're outnumbered/-classed, but to permanently, turn after turn to rape the enemy at river crossings... Sounds way too monotonous to me - not to mention like cheating (what kind of an enemy would just mindlessly try to push year after year somewhere where it gets nothing but completely annihilated each time, till the end of time?)

    Oh well, I suppose my love for maneuvering (and micromanaging) just isn't suited for river/town battles. <.<
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  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    Is there anything in the mod-able campaign AI around which direction a faction tries to expand? Anything that would stop Hayasdan trying to become the new king of the steppe would be welcome.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
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  3. #3

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

    It appears there is...
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  4. #4
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    well it ain't exact, but it might be able to help.

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  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Idea: Since the campaign AI is moddable...

    Have you tried the win-conditions mod? IIRC Konny updated it to EB1.1.
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  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Idea: Since the campaign AI is moddable...

    Quote Originally Posted by Ludens View Post
    Have you tried the win-conditions mod? IIRC Konny updated it to EB1.1.
    I'll give it a try.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  7. #7

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

    It's been a couple months, I just wanted to know if much progress had been made in terms of the AI, or if it has still been lower on the to-do list while you create units.


  8. #8

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

    Quote Originally Posted by The General View Post
    Agreed.

    (what kind of an enemy would just mindlessly try to push year after year somewhere where it gets nothing but completely annihilated each time, till the end of time?)
    <.<
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