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Thread: MTW AI's unit priority?

  1. #1

    Question

    Hello you conquerors and pillagers,

    MTW is(or would be) the game I've enjoyed more than any other, but there is one major flaw that is really annoying: AI cannot build proper troops. I mean it's getting boring to conquer provinces with crack cavalry knights and then face hordes of crossbows and hangduns

    For example, immersion of medieval warfare is pretty much destroyed when you go war against the French in the late era and don't face any more chivalric knights than those that are given with startpos -file, instead you are fighting against - guess what: crossbows and handgunners.

    I know that those weapons are actually quite handy at defense, but it takes human brain to use them properly, like put them on ridge/hill, stay on formation, don't try to skmirish like with archers, protect with walls of polearms/hvy infantry etc., but AI of course can't do any of this. It will try to use them as skmirshers, resulting mass slaughter of this silly army which spends all time reloading and retreating.

    Needelss to say, it is getting even more bizarre and boring when AI decides that it is good idea to attack with army of crossbows

    Of course, there are infantry and cavalry with AI, but the missile troops are usually majority by a huge marigin, so other AI troops hardly make any difference in the battles.

    This could be fixed easily if AI could use more sense when selecting troops. It plays quite well actually when equipped with balanced force of infantry, cavalry and missile troops, but sadly this kind of troop selection seldom happens, especially during the late era.


    Now I have the question:

    Is there a way to change the priority of AI's unit production? (=more infantry & much more cavalry, less missile troops) At least when AI makes buildings, gunsmiths seems to have very high priority. Reluctance of French AI to build more chivalric knights buggers me most, should I just make more baronial castles to startpos file or what?

    I'm using MTW/VI with Wes Whitaker's Medieval Mod 2.02 which is further modified by making halberdiers, longbows and handgunners available during late area only.

  2. #2
    Member Member Duraz_asks's Avatar
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    i dont know but i agree.. also besides the archer prob, theres a other selection prob... in over all selection in easy-expert early-late they dont pick a balanced army always 5 archer 2 cav arch 3 peasants 4 sword 2 spear, or 2 arch 7 cav 4 inf 3 art its quite dumb
    when you smoke the herb you see the system right infront of you
    BOB MARLEY

  3. #3
    Member Member Knight Keimo's Avatar
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    If AI faction lost a lot of troops example at war, it will replace them by new and better. But if they dont lost troops, they dont upgrade armies and dont know how to dispand. And it´s boring.
    -Pakkanen kesyttää nudistin-

  4. #4
    Resident Northern Irishman Member ShadesPanther's Avatar
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    in the latest medmod he lowered the priority of peasants and increased it for ships. Dunno what value it is though

    "A man may fight for many things: his country, his principles, his friends, the glistening tear on the cheek of a golden child. But personally, I'd mudwrestle my own mother for a ton of cash, an amusing clock and a stack of French porn."
    - Edmund Blackadder

  5. #5
    Member Member alkalineruxpin's Avatar
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    There is a portion of the unitprod file that sets unit priorities, given the state of the faction, their cultural affiliation, and their expansive nature. Depending on the values inside this section of the unitprod, the AI will create units.

    The problem comes in when two units have equal values. The AI will select the cheapest unit, rather than the most valuable.

    Now while I don't know how to edit this section skillfully, that's the only way I am aware of that has an effect on AI priorities.

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