Quote Originally Posted by hung41584
Yeah but how do you apply that to the game??? The AI can't relearn how fight and build all the time. What could you learn about fighting???

What I thought the ai would have is MORE RANDOM tactics. I just thought maybe they finally found a way how to make things like this simpler. I mean, haven't the games gotten so much better in terms of graphics and features???? Like you could do something like just use a certain tactic that won't leave any flanks open and just choose to charge in different direction everytime for the ai. it makes it more random than seeing the ai general charge in a direction that is prone to breaking and then chasing after him with your own cavalry and killing the general, thus winning a large part of the battle.

I have at least one good ai strat that will always work. Simply have them put more archers in their armies. I mean, those things do wonders in any army. 4 archers, protected by triari or spearmen, and you got yourself a difficult battle.
Archers are overpowered for this period. I reduced mine to 5-8 attack for arrows, mostly 5, and it did wonders for the game play.

The random factor should be counted into multiple characters/personalities for the AI. Multiple attributes should each have a linear scale reflecting the likelihood of that attribute surfacing, i.e. "cautious to chancing/conservative to aggressive": A chancing general will leave things more to luck and engage the enemy general although the percentage/conditions for success is not favorable. An older or experienced AI general is more likely to be cautious.

And the impression of AI "learning" could be given to a player by simply having the AI recognize and count its opponents past battle statistics--wins/losses. It would not therefore face an army led by a commander reputed to win 9 out of 10 battles without superior numbers and better troops, unless it is forced to do so. All these could be translated into numerical values and weighed according to applicable rules via “if, then”. You get the idea....

Also, AI learning on the battlefield level does not have to be so complicated as figuring out new counter tactics. The problem I see with the RTW AI is that it is impulsive and does not plan out its course. If, the AI wants to attack its neighbor, it should send out spies to figure out the kind of soldiers it has, for these are rock-scissors-paper units. If the armies of enemy faction are composed of strong archer units, then it should counter that by composing a large part of its force with missile units. If this doesn’t succeed in wins, then it should slowly increase the number of cavalry units for the sole purpose of running down the archers. My tactics rarely win me battles, my units do. I win on battle fields, mostly because I manage to make the right units while the AI fails to do so.