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  1. #1
    AO Viking's Tactician Member Lucjan's Avatar
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    Default Re: why arent they talking at all about the AI?

    The AI in rome has the fault of having no hierarchal structure by which it should give commands. It solely gives commands to each unit individually and tries to maintain them within a fair distance of one another. What should occur is a simple coding of hierarchy into the way the ai thinks, with formation, solidity, effectiveness of unit placement against the opposing unit type and mobility of formation taken into account when it engages the enemy. Instead of just moving x number of units with individual agendas towards the enemy but keeping them within a close enough distance of each other to appear as if they're moving in unison with one singular plan.

  2. #2

    Default Re: why arent they talking at all about the AI?

    sorry about this edited below... didn't mean to spam
    Last edited by BeeSting; 07-03-2006 at 21:50.
    'Hannibal had been the victor at Cannae, and as if the Romans had good cause to boast that you have only strength enough for one blow, and that like a bee that has left its sting you are now inert and powerless.'

  3. #3

    Default Re: why arent they talking at all about the AI?

    edited below
    Last edited by BeeSting; 07-03-2006 at 21:50.
    'Hannibal had been the victor at Cannae, and as if the Romans had good cause to boast that you have only strength enough for one blow, and that like a bee that has left its sting you are now inert and powerless.'

  4. #4

    Default Re: why arent they talking at all about the AI?

    Quote Originally Posted by Lucjan
    Instead of just moving x number of units with individual agendas towards the enemy but keeping them within a close enough distance of each other to appear as if they're moving in unison with one singular plan.
    I think the problem occurs with having the attack/charge bonus for units via selecting or clicking the individual enemy units. This problem is most evident for a line of phalangite units, they have a hard time keeping a solid unbroken line as human players can expose this game feature by stretching them out, especially in defensive or guard mode the units become as in broken blocks tackling enemy lines in all sorts of angles instead of tackling parallel to the enemy line. in order to avoid this, a player can normally clicks behind enemy line and hit backspace as the line engages, sacrificing the attack bonus--but it's better than breaking up the solidity of your line--but for the AI.... let's just say my emersion is ruined when ever i see AI use phalanx units. This is just many problems with phalangites with AI--simply because of the game feature and AI is not spohisticated enough to think out side that feature to keep form. How to resolve this is beyond me. Just to take some pot shots at this I think they would have to recode the phalanx to approach the enemy differently more in reserved manner, not to order individual units to tackle their own targets but to appraoch the center of the line as a whole as if--as mentioned in my previous posts--say five or six phalanx units were as one unit. So they as one unit when selecting their target to attack it will choose the very center unit of opponent's line, as in phalanx unit in guard mode, so to not cave into that enemy unit in the center line, giving the attack bonus to all of it's line yet keeping the solid unbroken parallel line. I hope i made sense. FYI, English is my second language. Back to the point, this can be applied to all formations if the AI can organize its units in 2 flanks, 1 center, and perhaps reserves to fill in the holes.
    Last edited by BeeSting; 07-03-2006 at 23:28.
    'Hannibal had been the victor at Cannae, and as if the Romans had good cause to boast that you have only strength enough for one blow, and that like a bee that has left its sting you are now inert and powerless.'

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