
Originally Posted by
vollorix
I don´t really know if that´s the case, but i´ve noticed that AI seems to have lots of pathfinding problems, which don´t have the same impact when extended movement is activated. I´ve played several campaigns with Arverni/Aedui/Sweboz recently, and i´ve played it with fow-off, mainly to see, how AI handels the changes. This are some observation of mine:
- the value of 260 in descr_character is a bit too high, imho. I changed it to 200 ( original value = 80 ).
- speeding recruitment time with realistic mov. settings is not really wise - actually, it´s quite the opposite; i´ve changed the recruitment times similar to the 3xupkeep/recruit mod, increasing them even more ( see those topics ), which also would eleminate many unrealistic recruitment AI habits.
- even with the lowered realistic movement, Carthage now, for instance, manages to perform some real d-day landings with fullstack on Roman soil, or icelands if they are threatened/taken by enemies.
- there are no more "sitting around" stacks of Gauls, for example, which linger in enemy Eleutheroi territory; i always asked myself: why are they sitting there, devastating the tile? and 2 simple reasons came to my mind: 1. The AI seems not to be sure, whether to move or not, since it would take way too long to reach the target settlement, and/or 2. The AI tries to provoke the town garrison to move out of that settlement and engage it´s army in a field combat. With the realistic movment active the garrisons of normaly immobile governeurs move out and engage the invaders, which also leads to a faster expansion of the factions against the Eleutheroi.
-> the only really good solution to this would be to adjust descr_strat and give all the Eleutheroi towns a second general, a commander with decent abilities additionaly to the governeur ( similar to the second general in charge in Aitoila ), and also to increase the strengh/experience/sort of troops present in those settlements to counter the fact that a field battle seems very much easier for the faction AI against the Eleutheroi.
- i´ve adressed the rebell "superstack"- problem in one of the recent postings in the initial realistic movement mod by Atraphoenix.
- bear in mind that AI becomes enourmous support from the EBBS script, which doesn´t seem to make really difference to the factions in several cases; the Eleutheroi there are concidered simple Brigands, instead of real "Free People" - a big mistake, imo; a substantial script/manual money support allows the Eleutheroi to actually train/retrain (BI/alex only for the latter, iirc ) troops, and build up it´s settlements; about 200k per turn, i´d say ( 4x40.000 give_money slave command )
- with realistic movement active everything on the campaign map happens faster; it is wise to slow down as much as you can. One part is adjusting unit training times, another altering the stats of many units to prevent the AI from building "all Triari" stacks for instance; and also changing the AI behaiviour in desc_strat concerning their general goals.
All in all, there are very many things which can, and should be changed in EB if one´s going to use the realistic movment ( and even without the changes ). Some mods adress those things, but it would be good to see it in one single mod, with optional features i´d say. And, as i already mentioned in other postings, i concider it a big mistake for the historical accuracy in detail to overwright the one in "big picture", aka faction balancing ( and especially due to the AI not beeing able to understand those changes, if only made for human players, and not "translated" into the "game language" ).
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