Hi,
Ca has released podcast number 5.In this edition, a Ca-member is talking about the battlefield experience.More important,you hear CA talking about the improved AI! So,all go check at http://www.totalwar.com/index.html?p...medieval2/3/3/
Hi,
Ca has released podcast number 5.In this edition, a Ca-member is talking about the battlefield experience.More important,you hear CA talking about the improved AI! So,all go check at http://www.totalwar.com/index.html?p...medieval2/3/3/
-Verba mea aurea sunt![]()
-Verba volant , scripta manent
I have my mp3 headphones jacked into my monitor here at work and am listening to the podcast now. Wow, lots of discussion regarding the AI; this is the most detailed and in-depth response regarding AI I have ever heard from a CA employee.
Here are some select passages regarding the AI...
Battle AI has developed incrementally since Rome. Example: Cavalry will now behave more logically. They will make more flanking maneuvers and better analyze the enemy army composition and select targets for maximum effect. This also applies to heavy infantry & archers.
- Overall expect better unit target selection and army cohesion (units sticking together as a whole).
- Crossing defense (bridge battles & river crossings) - AI will analyze its army composition and strength and that of your army along with the number of crossing points and plan its defense or assault accordingly.
- Missile heavy armies (or those with a decided advantage in missile units over the enemy) will delay melee combat as long as possible so as to take advantage of its missile troops.
- Missile poor armies (or those with a decided disadvantage) will attempt to engage in melee combat much more quickly.
- Siege AI has also undergone radical changes. Street fighting, wall defense, unit selection and placement and multi-ring logic (i.e. the 'rings' of walls surrounding a castle or city) have all been improved. Example: If a player's artillery begins pounding a specific tower then the AI will anticipate an attack in that area and will remove archers from the walls and replace them with infantry. Regarding street fighting the AI will determine choke points and dispatch heavy infantry to defend them. With multi-ring castles the AI will determine when is the best time to deploy back and guard the next ring to maximize the damage inflicted on the player.
Last edited by Spino; 08-29-2006 at 18:58.
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Idealism is masturbation, but unlike real masturbation idealism actually makes one blind. - Fragony
Though Adrian did a brilliant job of defending the great man that is Hugo Chavez, I decided to post this anyway.. - JAG (who else?)
Oh the AI sounds great.![]()
Also the guy that gets interviewed is hilarious![]()
He was so excitedOriginally Posted by TB666
I supposed that he'll attack to interviewer for several times.
By the way podcast was good on AI but overall battle speed never spoken![]()
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Wow, if all that is true, I think we got ourselves a game here. As for unit speeds, this video might give a better idea of how that's coming along.
https://forums.totalwar.org/vb/showp...&postcount=122
Personally, I thought it looks pretty decent. Didn't notice any overly fast units or anything that would piss me off. Maybe M2TW is gonna be something special afterall?
well this certainly was the most interesting podcast so far, and probably the most interesting bit of information about MTW2 we got so far. Obviously we'll still have to see it in action, but they mensioned a lot of improvements that we asked for (army cohesion, proper use of missile weapons, picking reasonable target for each unit). The only thing they didn't mension is suicidal generals :P
now lets hope the battle speed as acceptable too, because if it isn't then I don't think those improvements will have much actual effect. But atleast mods would benefit from it.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
"Did I hear you say ROOOOOCKKEETT LAUNCHERS!!!!"
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God, this is pure comedy gold, the interview and the, shall I say, enthusiastic? CA dude.![]()
Oh, but the game does sound great![]()
Last edited by Monarch; 08-29-2006 at 22:02.
When he did his grunt or what ever when he talked about how the battles feel I was rolling on the floor laughing.
I am at work and can't listen to it. Any other interesting details in there somebody would like to share?
Thanks!![]()
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