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Thread: [Official Testing] Updated Pathfinding,Campaign AI, Battle AI

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  1. #1
    State of Mind Member z3n's Avatar
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    Default [Official Testing] Updated Pathfinding,Campaign AI, Battle AI



    Note due to this being a part of EB 2.1 this is incompatible with certain submods depending on the amount of files the submod changes.
    Installation instructions
    1) Download and then open up the file with a program like 7zip.
    2) Use said program to extract the enclosed data folder overtop of your EBII folder located in your mtw2/mods/ebII directory. Say yes to all the overwrites.
    3) Important! Delete map.rwm located in your mtw2/mods/EbII/world/maps/base folder.

    Pictures to make it clearer.
    https://i.imgur.com/XIAX4ER.jpg
    https://i.imgur.com/szmc8NE.jpg
    https://i.imgur.com/tbIy82k.jpg


    Updates to EB2 Pathfinding, CAI and BAI


    CAI, BAI and Pathfinding are completely overhauled

    Here's a battle screenshot


    Campaign screenshot @ 100 turns


    Version 1 changes (previous release)
    Spoiler Alert, click show to read: 
    1) Improvement to formation values for charges, all units are affected which will make them move en-masse now
    2) Different formation movement (men catching up to their unit move at a faster pace)
    3) Battle/Siege AI should be subsequently affected by an increased amount of pathfinding nodes



    Version 2's changes (previous release)
    Spoiler Alert, click show to read: 

    Pathfinding
    4) Cavalry now prefer flat terrain, Infantry are not affected by this change and fight either on flat or in woods.

    New file
    Config_battle_ai changes
    1) Flanking is prioritized/used more by the AI, especially for cavalry. Cavalry are also much less inclined to charge a phalanx and more inclined to attack opposing cavalry or flank/rear charge your battle line.
    2) Attack brace range is 125 instead of 200, and added some lines so all infantry are more inclined to brace.



    Version 3 (previous release)
    Spoiler Alert, click show to read: 

    1) CAI pathfinding improvement (done)
    2) Stack merge improvement/Focus on family members as generals (done)
    3) CAI overhaul part 1.

    New file descr_campaign.xml

    1) Age lowered to 12 for adoption/coming of age to better imitate education/loyalty in court.
    2) AI based equations based on autoresolve revamped for better stacks + more decisive battles.
    3) Garrison limit + revolts redone for better AI handling of public order.


    Version 4 (previous release)
    Spoiler Alert, click show to read: 

    New file descr_campaign_ai.xml
    Details of overhaul- each faction has their own specific quirks due to being code being faction specific, hopefully that's a good thing. (warning I may run into a hard-coded limit during this, so don't get your hopes too high, I may end up having to generalize the AI to a limit of culture specific ai for example)
    1) Revamped autoresolve results for more decisiveness (stacks bigger before attacking, though keeping more aggressive behavior)
    2) Added diplomacy + protectorate trigger systems (e.g. rome + carthage disliking each other, greeks less likely to ally with each other though more so than barbarian factions and more likely to ally with india)
    3) Added many different war states from XAI. (systems in place for different types of defense)
    4) More aggressive Slaves (Eleutheroi)
    5) More intelligent AI behaviour, for example forced invasion. Stacks don't stand around, if they are stronger (e.g. 23 previously passive stacks) they will come after you en masse and angry.


    (Finished)
    Spoiler Alert, click show to read: 

    More intensive work being done to the BAI side of things in attempt to imitate how historical battles were fought.
    1) Work will be done to improve AI's holding of their battleline (already did progress with this due to improved AI pathfinding but will do more through other files)
    2) Faction specific BAI. (better representations of how each faction fought)
    3) Changes to the BAI itself, in terms of controllers/way the AI acts in battle. (will aim to put limitations on particularly stupid behaviours and make it act slightly more intelligently )




    Remember to delete your map.rwm, it will regenerate a new and updated one once you start a new campaign! Note you must start a new campaign to experience the full force of a fully armed and operational skynet. I mean EBII CAI. Actually it's not quite skynet stage yet but I'm trying.


    Regards.



    To install the replay files
    Unzip replays directly into your mtw2/mods/ebii folder.

    Like so

    Spoiler Alert, click show to read: 



    Then start up EBII and then say Load, then say Load replay. Then load it.


    Note:
    Credits to XAI for one part of the pathfinding, although many new values are now used.
    If you originally downloaded the first pathfinding file it is recommended that you upgrade to this latest one for the latest advantages.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by z3n; 04-26-2015 at 15:01.

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  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Updated Pathfinding/BAI (WIP CAI)

    I'd just like to endorse this update, it works brilliantly well.
    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


  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: Updated Pathfinding/BAI (WIP CAI)

    Thanks, z3n!

    Quote Originally Posted by QuintusSertorius View Post
    I'd just like to endorse this update, it works brilliantly well.
    Is this official, or should I move it to the submod forum?
    Looking for a good read? Visit the Library!

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Updated Pathfinding/BAI (WIP CAI)

    Quote Originally Posted by Ludens View Post
    Is this official, or should I move it to the submod forum?
    It's not currently official, but it may rapidly become so (z3n's applied to join the team).
    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


  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Updated Pathfinding/BAI (WIP CAI)

    Quote Originally Posted by QuintusSertorius View Post
    It's not currently official, but it may rapidly become so (z3n's applied to join the team).
    That's good to hear. In that case, I'll move it to the submod forum so that it doesn't get buried by other threads. If/when it becomes official, we can move it back (or start a new thread).
    Looking for a good read? Visit the Library!

  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Updated Pathfinding/BAI (WIP CAI)

    Quote Originally Posted by Ludens View Post
    That's good to hear. In that case, I'll move it to the submod forum so that it doesn't get buried by other threads. If/when it becomes official, we can move it back (or start a new thread).
    I'll leave it to z3n to say, but he's officially helping GRANTO now, so this may be moving back stickied shortly.
    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


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