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  1. #1

    Default Re: A REALLY Interesting Preview Of M2TW

    Quote Originally Posted by Anthony Cecil Hogmanay Melchett
    Does anyone with any historical knowledge know how these things actually worked? From my uninformed perspective I imagined that if a force of infantry had no other option than to move through an area guarded by these spikes, then rather than just charge through as normal they'd instead move really slowly suffering only a few losses but arriving at the otherside piecemeal and voulnerable to attack. I suppose this would depend on the density of the spikes, but I just can't see a armoured person willingly charging a wooden spike with enough momentum to pierce his armour.

    To be fair to CA this might be how it happens in game, and the kebab comment might of just been the journalist embelishing what he saw. Either way it's difficult to assess whether or not this was a viable strategy from the perspective of the AI unless we know exactly what kind of obstacle these spikes represent and what kind of losses can be expected when forced to move through them.
    Unless I'm much mistaken they're evolved versions of roman lilies. Ever had a kid leave jacks out on the floor then walked through the room with bare feet later that night? Yeah, ouch, that infinately worse.
    Last edited by snevets; 07-22-2006 at 05:56.
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  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: A REALLY Interesting Preview Of M2TW

    and lo, Lusted doth read the articles on M2TW, and produceth thus these quotes on thee fair M2TW: (more related to campaign map ai, but still related to ai)

    In Medieval II, the AI will not only remember previous dealings you've had with it but your dealings with other factions, too. It'll then base its stance towards you on all of those factors.
    We're making the campaign map AI far more proactive than before. You'll find that your homeland will be attacked a lot more.
    What's more, once your medieval empire becomes overwhelmingly powerful, you'll quickly find your rivals rallying together to oppose your expanding kingdom, a feature which the team hopes will make the game challenging from beginning to end
    http://www.computerandvideogames.com...42571&skip=yes

    Talking of the campaign map, there are new agents, improved diplomacy, and improved trade, as well as a host of new buildings added to the tech tree; new sabotage and espionage options,
    http://uk.gamespot.com/pc/strategy/m...4512&page=2&q=

    The diplomacy system has been improved. We're going to give the player a lot more information about how the artificial intelligence feels both about them and about the offer on the table. However, at the same time the AI will take offence at insulting offers and will have a better memory of past dealings. You should be able to trust your allies, but only up to a point.
    We're definitely committed to improving the AI on both the campaign map and battlefield and plan to make a significant step forward from Rome.
    http://uk.gamespot.com/pc/strategy/m...ml?sid=6146146

    We've also introduced a new recruitment system, a new enhanced system for the treatment of religion, enhanced diplomacy, new trade options, improved missions, improved sabotage and espionage, improved AI, new tech tree buildings and new agent characters.
    http://uk.pc.ign.com/articles/699/699515p1.html

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