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  1. #1

    Default RTW v1.5 custom battle and replay test

    I set up a medium difficulty, large unit sizer, custom battle on the grassyflatland map with 4 hastati + 3 archers vs 4 hastati + 3 archers. There were no upgrades used. Fatigue is turned off since the AI doesn't know how to manage fatigue.

    With the default deployment of 3 hastati in front, 3 archers behind them and the general's hastati behind the archers, I advanced to within shooting distance of the enemy hastati and archers which were in the same formation. My archers began shooting the enemy hastati while the AI archers switched to loose formation and then started shooting my hastati. Once my hastati were each reduced from 80 to about 68 men, the AI archers moved forward and started shooting my general's hastati. From what I have observed, the AI tries to distribute its archer kills evenly over all the hastati. My archer units also took losses, but I don't know if they were specifically targetted by the AI. While still shooting at my general, the AI hastati moved forward, threw their pila and charged two of my hastati. My hastati didn't throw their pila because I forgot to put them on fire-at-will. Their archers continued to shoot at my general's hastati and possibly my archers. One of the Ai's hastati had been severly weakened by my archers, and that one flanked my line trying to attack my archer on that end, but my archer routed it with arrow fire. My two engaged hastati lost and then the AI hastati turned on my remaining hatati line unit. I sent my general's hastati forward to fight, but the AI used fire arrows to rout my one remaining line hastati by firing into its flank, and my general's hastai eventually lost the melee with the AI's hastati. The AI also used fire arrows at this time to rout one of my archer units. It then advanced its hastati and drove off the units I was able to rally. The AI's archers never advanced further and stayed at a distance shooting for the entire battle which lasted about 10 minutes.

    The AI played quite well in this test battle with the simple unit selection which was equivalent for both sides. The replay played back correctly.
    Last edited by Puzz3D; 12-14-2005 at 23:18.

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  2. #2
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: RTW v1.5 custom battle and replay test

    Tried the same test, used my standard formation of archers in front. Tried on offense and defense. Slaughtered the AI both ways while giving only a few instructions. (E.g. Group march order, followed by sending each hastati to attack another hastati when the AI hastati started to attack.) Didn't even bother to give follow up instructions as the AI army was beaten by then.

    The AI simply cannot deal with missile units in front of the player's line. It won't engage in intelligent counter missile fire/attrition. On defense it will march its archers foward and try to reach range to shoot at the hastati while taking whithering fire. Sometimes it fires a volley or two at the achers before moving forward toward the hastati. Meanwhile, my archers shred its ranged units. Then it sends forward the hastati, who get shot up along the way and rout as my FAW pila slaughter them when they try to engage piecemeal. Result 5:1 casualty ratio.

    On offense the AI marched the hastati forward first getting shot up for awhile while its archers took position. It then sent the hastati toward my line, so I gave the standard attack command and engaged 1 vs 1. Took some missile casualties this way, but easily won the melee. Result 3:1 casualty ratio. Would have been far worse for the AI, but I took a "hands off" approach for the most part, and didn't do any 2 vs. 1 attacks or slam into the flanks or rear, or even chase around archers so that they could be mown down.

    I don't see that much has changed in this kind of test.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: RTW v1.5 custom battle and replay test

    Earlier I did a test of AI hastati captain with an archer auxilia vs. my triarii captain and roman archer--archer in front on defense. The AI marched it's longer range auxilia forward through my fire, getting slaughtered without stopping to use its superior range. My triarii charged the hastati when they approached...melee was in the hastati's favor. My archers routed the auxilia, suffering 3 casualties. When the triarii routed my archers finished off the hastati as they tried to attack.


    Puzz3D,

    Your previous comments in other threads about the AI failing to account for missile casualties still hold true. The AI often ignores them with its own missile troops so that it can target melee units. Not a smart move as its ranged units are killed off before they can cause much damage. I don't know if it is because they have lower cost or lower melee stats or what, but the AI does not consider them worth targeting directly. It concedes the missile fight before melee.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  4. #4

    Default Re: RTW v1.5 custom battle and replay test

    Quote Originally Posted by Red Harvest
    Puzz3D,

    Your previous comments in other threads about the AI failing to account for missile casualties still hold true. The AI often ignores them with its own missile troops so that it can target melee units. Not a smart move as its ranged units are killed off before they can cause much damage. I don't know if it is because they have lower cost or lower melee stats or what, but the AI does not consider them worth targeting directly. It concedes the missile fight before melee.
    The AI is shooting at what it considers the most valuable enemy units. I think it's looking at the melee stats to make this decision and also the armor rating. If you have two hastati and turn one of them around, the AI will shoot the one which has its back turned to it. I think by increasing the ammo and effectiveness of archers, RTW has exposed weakness in how the AI handles ranged units. It was always there even back in STW, but there shooting a 500 koku warrior monk with a 300 koku archer made a lot of sense since the warrior monk was the most powerful unit and it had low armor. Archers in STW have 28 arrows and with 4 second reload it uses all of it's ammo in just under 2 minutes of continuous fire, and it can kill an entire warrior monk unit. This is the AI that has been ported over to RTW.

    When I play against the AI, I don't use manual targeting. I use fire-at-will and let the AI decide what to target. That way I'm under the same restriction as the AI in regard to what gets targetted. Likewise, I use the default formation given to me at the start of the battle with melee infantry in a single line flanked by cavalry with ranged units set behind the melee units. My idea being that this is the formation with which the AI has been designed to deal. The one exception is that if the AI puts my triarii in the line, I'll place them in reserve near my general. So, for the most part I play the AI's game in an attempt to give the AI army the best chance of beating me. This is also why I turned fatigue off since the AI doesn't know how to manage fatigue. The AI doesn't know it's men are going to get tired if it moves them just like it doesn't know that enemy ranged units can inflict casualties.

    Playing down to the AI is what I feel I have to do to get better battles. I don't increase the difficulty level. I restrict what I do.
    Last edited by Puzz3D; 12-15-2005 at 19:18.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  5. #5

    Default Re: RTW v1.5 custom battle and replay test

    I think a saved Multiplayer battle is what is required to confirm that replays have been fixed. I noticed Custom battles replaying correctly before this patch

    ......Orda

  6. #6

    Default Re: RTW v1.5 custom battle and replay test

    Quote Originally Posted by Orda Khan
    I think a saved Multiplayer battle is what is required to confirm that replays have been fixed. I noticed Custom battles replaying correctly before this patch
    I'm not planning on testing multiplayer replays because the player who I used to do this with has uninstalled RTW. Both players would have to playback the replay and confirm that they both got the same kills, and that those kills matched the kills in the original battle. As wide a variety of units as possible should be used in the test.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  7. #7
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: RTW v1.5 custom battle and replay test

    I have several replays where the AI skirmished against me quite heavily before advancing.

    Give the AI more missile units than you, and it will burn up its missiles before advancing and closing for melee.

    If you have more missile units (maybe the AI sees the pilum throwers as missile units?) they AI seems to advance no matter what.


    Here is what I did.

    Player- Greece
    2 Spartan Hoplites (General imbedded in one unit)
    1 Armored Hoplite
    2 Hoplites
    1 Militia Hoplite
    1 Peltasts
    1 Rhodian Slingers

    Computer - Pontus
    1 Heavy Chariot (General imbedded in this unit)
    2 Cappodician (sorry spelling) Cav
    5 Hillmen
    6 Eastern Infantry
    3 Peltasts
    2 Persian Archers

    Ok, so fine, I was trying to recreate a battle from the Persian wars... wrong time period, but the missle units worked well. The AI burned up all its missiles (mostly against the Spartans, but also a bit on the peltasts) before charging.


    Try it.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

  8. #8
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: RTW v1.5 custom battle and replay test

    I've fought battles where the AI had several TIMES as many missile units as I did, and it still had trouble using archers/slingers and got the worst of it by far in missile play. It doesn't treat enemy ranged units with appropriate respect. And it spends far too much time moving, when it should be shooting.

    A good skirmish/missile fight by the AI is a rarity.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  9. #9
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: RTW v1.5 custom battle and replay test

    Quote Originally Posted by Red Harvest
    It doesn't treat enemy ranged units with appropriate respect.
    This is very true. Perhaps the thinking was no need to kill missile troops, kill the melee troops, so when we close for melee we will have the edge?

    Rome Total War has such a great graphics engine, but I really think it's a poor game. I could rant and rave for hours, but their are huge sections of the game that seem so cool, but are in fact useless, like spies, why even bother? And how about diplomacy, the only thing that matters is trade rights really. I just march a bunch of armies around, keep them well stocked with troops and kill everything. I don't care if the enemy knows how many Town Watch units I have in my capitial with their spies, they won't ever have an army that will get close to it...

    I've decided to stop playing it, perhaps when EB comes out for 1.5 (it will be a long time...) I'll play again.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

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