Results 1 to 30 of 141

Thread: Investigation of AI reassessment upon reload

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Investigation of AI reassessment upon reload

    MORE TESTING

    I decided to use the same, identical test that was proposed on this thread except starting from my save game at turn 19 rather than at turn 1. The Brutii laid siege to Segestica on the second turn and immediately released it after a save/load and "End Year". However, the following turn it laid siege again and I discovered that the city had suffered from attrition just as if the siege had never been relieved -- it could hold out for 3 turns now instead of 4. I followed this with three save/loads immediately followed by End Year during which time the Brutii maintained the siege. In addition, other factions were still declaring war on each other. I guess this kinda blows away the idea the save/load always forces the AI to relieve sieges, or paralyzes the AI into some kind of inactivity. I think it just needs for some kind of opening moves to be initiated before it can follow up on them a little more decisively. Again, I have the save game if anyone wants to see it. I've done it more than once and the Brutii always besiege Segestica.

    OK, I'm coming to the conclusion that CA is right -- as I would expect them to be, since their information comes straight from the developers. "Load game" does indeed seem to cause random events and AI behavior to change, but not in any way that is game-breaking. In the Thapsus/Carthage-Lemonum/Condate Redonum example I'm still forced to ostracize them from my territories -- whether I sally from the siege or attack them in the open terrain. Otherwise I must succumb to repeated attrition and devastation. The change in the behavior of the AI caused by a save/load procedure allows me to select which of those two options I prefer, sallying or open terrain, but it does not otherwise dramatically change the course of the game -- the main problem, as I see it, is that it denies me the privilege of being the defender in a castle assault, which happens to be a lot of fun.

    One can hardly come to the conclusion that the AI's behaviour is indicative of losing track of long-term goals in the light of these results. It took a total of five turns for the Brutii to arrive at Segestica by boat, initiate a siege, relieve the siege, then reinstate it, hold it for three turns, and finally occupy the territory.

    Furthermore, in the test involving Thapsus/Carthage and Lemonum/Condate Redonum, although the existing sieges were temporarily released, those units that were approaching a settlement to initiate a siege continued toward their objectives. In other words, they did not lose track of those objectives. Apparently in these cases the AI deemed that instigating conflict through a siege or through desecrating the territory were equally acceptable and the load game caused them to choose the opposite one that was in effect at the time the game was loaded. This is something which can be exploited if I feel I'd like to endure the siege for a turn with the likelihood of being able to meet them in the field on the next turn by doing a save/load, but it's definitely not a game-breaker.
    Last edited by roguebolo; 04-09-2005 at 23:51.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO