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Thread: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

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  1. #1

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    The passive AI during the sieges is not fixed. The AI still stays under the fire untill his catapult/ballistas are destroyed or finish the ammo.

    About the naval invasions - they invade and the fleet leaves. So just a minor defeat leads to whole stacks destroyed.

  2. #2

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    Quote Originally Posted by Handel
    The passive AI during the sieges is not fixed. The AI still stays under the fire untill his catapult/ballistas are destroyed or finish the ammo.

    About the naval invasions - they invade and the fleet leaves. So just a minor defeat leads to whole stacks destroyed.
    That seems pretty much worse than before.

    Am I crazy or did the patch just make the game worse?
    Current Campaigns:

  3. #3

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    I have read the AI scripts as far as campaign and battle........so what you are saying is that somebody built the ultimate AI and didn't programme it right? LOL!
    I will work on this beast.

  4. #4

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    Quote Originally Posted by Cesare diBorja
    I have read the AI scripts as far as campaign and battle........so what you are saying is that somebody built the ultimate AI and didn't programme it right? LOL!
    I will work on this beast.
    It seems like they went from no aggression to, suicidial and retarded aggression.

    I'm going to try H/VH to see if that helps the INSANE and retarded moves by the the computer.
    Current Campaigns:

  5. #5

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    Mmmh - I think the patch has vastly improved things - the AI is capable of putting troops on ships - that bug was game-breaking for me. The battlemap AI still sucks, but hey - it's an improvement - I didn't expect my 'puter to be Clausetwitz after the patch (although that'd be great).

    To the OP - so what exactly are you complaining about? 1-2 stack attacks ore some force showing at at you doorstep in turn 30? I see your point in critism on #1, but I'd hope for more of #2 on VH.

  6. #6

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    Just found out the next thing the patch didn't fix in the battle AI.
    A 7:3 (according to the computer auto-calculate battle chances) superior force - mixed army with feudal knights & general vs my standart town militia & 2 generals... A spy opened the gates... and all enemy infantry tried to climb the walls Where the feudal knight were slaughtered from 2 town militias. And when the infantry was routed the enemy general charged through the opened gate... where he charged a nother town militia, but in the same second was charged in the flanks by my two generals and quickly exterminated.
    The final results - my troops killed 197 enemies and I lost 127 troops.

  7. #7

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    I can't believe this stuff even got through testing to version 1.0. Battle AI (especially siege AI) is so horribly broken, sitting there losing 50% of its men before even engaging. I've alpha/beta tested some games in the past, and something as game breaking as this would -never- have made it past the first stages of testing unless the devs didn't have the least bit of care about their game. I've not started a new campaign with the new patch yet, but if after some battles it looks like the AI plays the same retarded sit-there-and-die games, I don't think I'll bother. As it is, during sieges, I always have to sally out and weep as my archers annihilate the enemy AI while it does some ridiculously dumb maneuvers (or none at all). I barely managed to last through one campaign in R:TW with its ridiculously bad AI, I don't think I can go through that all over again :(

  8. #8
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    Interstingly I still see the enemy AI being passive when backed into a corner (on the battle field). You know, as above when you chase down a small rebel stack with a much superior one The enemy stck does not dare attack, but can't run away so you can cut it to pieces with missile troops.

    But in much larger and more even battles where I have had a distinct missile troop advantage the AI will advance it's formation until it's missle troops start firing. Then the missle troops stay in place but the rast of the Army continues to advance through them and ultimately attacks my line.

    The battle in question was a me as the HRE with an army approximately 50% merc spearmen and 40% merc crossbows (plus a general and some knights). The Milan army (the enemy) had only three crossbow units and and a general, the rest of their full stack was Italian Milita units.

    Basically my opinion is that it (the battle AI) acts better in some specific ways but still has some wrinkles to work out.

    A biggy is ignoring gates opened by spies when it has no cavalry and other siege engines. Another battle in the same campaign see a surprize attack by a french half stack on a castle defended by two armoured spearmen and two peasant archer units. I can't chose deploment at the start and I get the message about the gates being opened and my troops are scatered around the castle. So at the start I retreat all back to the town square to try and hold out there (a little cheesy I know). So gates are open and undefended. French have two Balista units amoung a quite sensible selection of archers and spear sergeants. Before they attack the balista wear them selves out firing at the wall to the right of the gate (looking out) and only manage to damage it before running out of ammo. Then, still ignoring the opened gate (though not completely because I note they have a ram that they abandon and fai to use) they thier one set of aldders to the walls and set them up. Now all the infantry units and archers type to climb at the same time an get into a mess (no lag though which was nice). Individual soldiers appear to be blocking each other when trying to climb the ladders. I have to though away one of my units in an attempt to kick start the AI into life. After a coupld of attempts this appears to work and the rest of the solders successfully climb the ladders and once all troops are on the wall the start down out of the towers and the battle continuned normally from that point on

    Victory for me, but a close run thing and entirely dependant on the immunitely to routing granted by the town square. INteresting if you stand them close enough the towers on the keep will actually fire too (it was new to me... )...

    This is all post patch of course...
    Last edited by Bob the Insane; 12-18-2006 at 03:10.

  9. #9

    Default Re: [56k Warning] Quirks from Patch (Agent Missions, Aggression, Passive)

    About towers firing - in first (before the patch) and in my second (after the patch) campaign as France, the ballista towers in the LARGE cities don't fire at all! So I have to keep my fingers crossed all the time hoping to upgrade to huge city before enemy with lot of catapults arrive.

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