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    Senior Member Senior Member Oaty's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Sallying Enemy bug I – Killing all the sallying enemy's forces doesn't give automatic victory to player (reported by Oaty). I think Oaty was trapped outside.
    I believe that's a misinterpretation if I remember correctly. The A.I. might possibly have unlimited sallies on last turn at least 2 for sure, could be the human has multiple sallies on last turn too and noones noticed. They sallied twice on the last turn to be starved out. First turn they sallied grouped up outside the walls, did not engage timer ran out. Returned to the campaign map expecting the occupy/enslave/exterminate message. Instead the A.I. sallies again, at least this time they grouped up and attacked. This time I had either taken the town square or decimated thier army to 10 percent of it's original size. Forget wich but this time it allowed me to have the city even though I should have had it on the first unsuccesful sally. Part of this problem might have been the A.I. had trouble coping that I was deployed on a side that had no gate on that wall.

    BUGS

    The A.I. can do multiple sallies or at least 2 when it is the turn they starve to submission/death.

    CTD very easy to reproduce When the A.I. sallies and you drop your ladders (the 15 build point ones). With the ladders on the ground select some unit(s) and go to string them across in a line. When you do this if the mouse cursor has a palm and you go to string them out you get a CTD every single time. In the heat of battle this can be annoying.


    Exploits

    Siege towers/rams create an obstacle course or great flank protection. The second exploit is the unit with a siege tower/ladder has it already equipped and if it is far from the gatehouse can quickly march forward take the wall and automatically forces the A.I. call off it's sally. I feel that on a sally siege equipment should be deployed behind your lines unequipped as siege equipment was usually very well protected. Plus this allows the A.I. some time to prevent you from taking the walls.

    A.I. attacking across bridges. I'd prefer the A.I. park there army next to mine instead of attacking and wasting a full stack unless the odds are about 5 to 1 in thier favour.

    Expendable units. too often I route wardogs befor they have a chance. A.I. should release them right away with a proximity trigger.

    Issues

    A.I. assaulting towns many issues here.

    First is an all cavalry army trying to assault.. The A.I. did have 1 unit of archers on a battering ram that was quickly destroyed by the gatehouse. So I'm not sure if they would not have tried an assault if the 1 foot unit was'nt there.

    Second Rams are nearly worthless on stonewalls with less than a ~ 10 percent chance of success. But the A.I. still makes an attempt with them

    Third breach in the wall/ spy opens gates. The A.I. bumrushes that breach allowing a potential massacre of thier army with a small garrison.

    Fourth A.I. does'nt seem to use all thier build points, quite often I see a stack of 20 units Wich usually equates to 250-300 build points for me and when I am assaulted I do'nt think I ever see more than 200 worth of build points used. Also A.I. building sap points on wooden walls.

    Fifth the A.I. does'nt do a good calculation of siege equipment to garrison ratio. 20 units VS 10 should maybe have the A.I build for 2 turns instead of aggresively assaulting as soon as it has siege equipment.

    Sixth when the odds are overwhelming such as 20 units to 2 the A.I should send in waves instead of exhausting there whole army.

    Seventh the bumrush all together. The A.I. should agrressively try to take the breaches, after that though I think the A.I would be better suited in taking the town center in more of a column style and NOT overlapping units. Along with this not engaging more than 2 units per path but to have a unit waiting close behind.

    Eigth Generals might have a chance on the battlefield but is near nada when sending them in first on an assault.

    Ninth routing units at the gate. Half there army is inside and routing, the other half is outside and trying to get in.

    Tenth Automatically on deployment skirmishing should be turned off by default as skirmishing works very poorly in cities and in reality makes sense. The A.I. has too many problems with this.

    Eleventh defending missile units, they are perfectly in good range of my units fire 1-3 rounds then dance around all in the meanwhile allow my archers to take them down to nothing. If my archers can hit them that means they can return the favour if they are matched in range ability. So stop A.I. archers from moving if they are in range of something. Same should go for assaulting

    Twelfth does'nt occur too often but the overshoot feature should be disabled in city battles. Do'nt know if it's the overshoot feature or pathing causing this but units will run way way past thier destination then come back and line up.

    Thirteenth ability to move sap points on the deployment stage, unless I'm doing something wrong. Because Marcus(advisor) says I can move them.

    Battlefield archers same as towns stop the A.I. from dancing archers if there is an enemy in range unless of course it is the skirmishing feature causing this.

    Battlefield, the A.I. does'nt do a good asessment of when you can shoot them to death.

    Trapped skirmishing unit, Example Roman cavalry auxilia get chased to the redline. I hit withdraw, instead of running across the line they were chased to they try to withdraw the direction the army came from. Cavalry at least should be able to withdraw across the line that is closest to them.

    Skirmishers in general I micromanage them so that they are no longer in between the redline and an enemy but for some odd reason if they are close to the redline they try to run around the enemy getting themselves pinned again.

    I do'nt mind the horse archers being nerfed but the fact that they are pinned in by redlines makes this toning down a bit harsh

    All cavlry armies/cavalry scouts. They should always have the withdraw option unless also opposed by an all cavlry army.

    Also the no withdraw option should only be enabled for the first 5 to 10 minutes. Or at least units that have been routed then rallied should be able to withdraw.

    A.I. not retraining fleets, also ships should try to retreat to the nearest friendly unblockaded port.

    Campaign armies. A.I. does'nt make good choices when you play as an eastern faction. Boring battles when the A.I. attacks you with an all infantry army minus up to a few units of cavalry.

    Cavalry needs a population/control method.

    A.I. not milking any cities/towns to allow population increase. It should at least try to milk some cities that are'nt on a threatened border.

    Capitals can be bribed at least the A.I. can bribe them.

    Also the A.I. bribes towns well out of thier reach such as Briton bribing Croton or Julii bribing Condate Redundem that's taking in the fact that the Julii are still maintained to the Italian peninsula. Perhaps bribed cities should be limited to borders or distance to friendly territory. Islands can/should be excluded

    A.I. emisary has a mission to bribe a city before it is under siege. The A.I. somehow bribes the city when it gets besieged.

    A.I. Phalanxes trying to squeeze in between 2 units to get at there flanks. A.I. phlanxes need to concentrate on what's in front of them after that if there is nothing in front of them work on a flank of a unit

    A.I. rarely uses reserves wich allows easy breakthrough in it's lines.

    Multiple basic A.I. tactics such as engaging the center withdrawing cavalry on 1 flank and moving it to the other and try to roll down. Also perhaps make a record of succesful/unsuccessful plans making it more likely to use one it is more successful with.

    A.I. needs to concentrate less on trying to hit the flank of every single unit and try to maintain a line of cohesion for at least a portion of it's line.

    Cavalry is too often seen in the opening phase especially in the center where cavalry is usually most thretaned

    Less predictability too often well protected skirmishers get charged right away, allowing me to quickly destroy there strongest part of there army there cavalry

    A.I. needs to stop moving thier infantry and rely on thier cavlry/reserves for adjustments, currently the A.I. is left with too many gaps wich cause them to loose thier center quite early too often.

    A.I. does not change depth of unit according to the unit sizes you selected wich leads to a very thin A.I. line up to 4 times as long as mine on huge settings. Leads to an easy breakthrough on the A.I. line and to work out on them.

    Advance and engage, allows units you select to march forward and only attack what's in front of them.

    Deployment phase 1.1 showed an x where the enemy was approximately deployed. 1.2 this feature was taken out. I like that feature,

    the main reason I liked was that it allowed you to deploy your army parallel to thiers. Now when I hit start battle if the lines are'nt paralel to each other I occasionally get the A.I. dancing around due to my moves when all I'm trying to do is to match my line paralel to thiers before I march on them.

    Just my short little list


    Side note: fighting to the death workaround. If they are stuck on the wall and you can clear enemy troops close by, you can then walk a unit up on the wall, they then they quit panicking allowing you to get them off. However if there are enemy troops down below you may or may not stop them from paniking by walking a unit by. So it does work to a degree.
    Last edited by Oaty; 04-19-2005 at 03:05.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
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