Ty
~~~
One of the other places stalls happen semi-often because of how the simple map is set up is shown here.
A stack seems to head off from Rome with Damme as its target while Ariminum is under siege. The stack sieging Ariminum assaults, loses and retreats but it fine. However the moving stack changes its orders and sieges the now open Ariminum. *If* that stack then later assaults and loses it will retreat to the spot shown in the image. If no-one else sieges Ariminum i think it just goes back (doesn't happen every time so hard to be sure) but if another stack takes over the siege then the original Damme stack goes back to trying to get to Damme from the retreated spot but stalls.
The second image (despite my poor graphical skills) is an attempt to show my theory of why it might stall here. If the game tries to path find by comparing the distance from target from the tile the stack is on to the distance from one of the tiles the stack could move to, and *if* the path is sort of sideways like it is here then the distance will only be reduced a tiny amount. Maybe there is some kind of rounding error that makes the distances equal so the stack can't find a tile to move to that reduces the distance?
Path-finding will be hard-coded so doesn't really matter much why it happens but anyway :)
So anytime an ai stack has a target settlement but breaks off on the way to fight a battle or take over a siege it then has to find a new path to its original target. This is probably what i noticed before while watching the vanilla map. Only occcasionally would an ai stack seem to stall after fighting a battle. The ones that were on rebel/enemy chasing duty are generally fine but the ones that have a specific target can occasionally be messed up. On a normal map there may be other things happen that clear the stall but i'm sure in some situations it causes the faction to stall as it does with this map. Damme is targeted but unreachable by the stack ordered to take it so the ai doesn't send another stack.
Third image was meant to be something else but just shows my current attempt to get past this by making the blocking terrain more rounded with woods instead of forest at the corners.
I think i saw this happen on the vanilla map when ai stacks lost an assault against halicarnasus and retreated east but hard to be sure as so many thinhs happening at once on a normal map. Now i know what to look for when i go back to it maybe it will be easier.
This "retreat" stall (happens mostly with long retreats) is the biggest cause of the ai getting stuck once the general path-finding problems between settlements are fixed.
The preceding image was meant to show the other semi-regular type of stall that happens. I have no real idea what causes this one. Here a stack moves out of a city to the "sentry" position. Usually the stack then either moves off next turn or waits while it gets more units from the city but in some cases they just stall. If you use move_character the stacks goes off to a target settlement (didn't work here as there were two Captain Aulus) which seems to imply that stack was given a target settlement to attack and it is a path-finding bug again but it happens when there is almost a straight line to the target (Damme again in this case).
Maybe it is waiting for a unit from the city but the city is too far down the queue for unit-building so it never gets built? Dunno.
There's a 3rd type that happens too inconsistently to have much clue what causes it. In that case the stack doesn't seem to have a target settlement it just stalls. move_character doesn't unstick armies like this. Only current theory is that it is somehow caused by man-of the-hour events as the ai gets a ton of those with all its captain-led armies? These don't stall the faction though as the stacks don't seem to have a target settlement.
Next step is to add more rebel garrisons so the ai loses more sieges so i can see a consistent way to fix the "retreat" stall and then go back to the other two afterwards.
~~~
Brigands
Image shows what happens on first turn when you have brigand spawn rate set to zero :)
Ai never expands more than one region with that many brigands. Obviously this is an extreme case though.
As the brigands are so random you'd need to test a lot of times to be sure and i only did it three times with brigands set to 28 and 99. The roman ai fills the land part of the map a bit faster with brigands on 99 but not as much as i thought. That makes unrest move up to the 2nd spot after path-finding as the biggest AI handicap (imo).
Playing on other maps I got the feeling there were more brigands with the same setting but higher difficulty levels but watching this smaller, simpler map that doesn't seem to be true so the extra cash the ai gets on hard and very hard makes it fill the map slightly faster too. (i'm guessing that is the reason.) So i think hard and very hard counter-balances the brigand handicap (on this map).
As the ai consistently only uses one ship to transport their armies, and pirate fleets can be so strong, the speed of getting the islands varies massively. I gave up on that and only tested the land expansion speed. AI naval expansion needs less or weaker pirates imo because the AI doesn't build proper fleets often enough.
~~~
I think CA needs to move to hexagons :)
Bookmarks