Lots to say here.
I want to reply to several people, so I'll go in order.
Bear in mind a lot of what I have to say is colored by my experiences with both of my ProblemFixer Mods.
First, @ Cheetah, (in answer to your cure suggestions):
(a) This IS a problem, but only because of poor recruitment and tactical AI programming, and games these days HAVE to have verity if they are to sell. Thats why I tend to be dismissive to a certain degree of Puzz3D's comments about this. If they removed the verity, (as Puzz3D seems to want), then the game would not sell well and the series he so loves could easily cease to exist. Greater unit verity is something you have to accept for good or ill if you want to be able to play TW games at all.
HOWEVER their is one area of unit verity that DOES need an improvement, and that is unit duplication.
DFK, (although they DO perform worse than their stats suggest), are nearly identical to Dismounted Chivalric Knights/Armored Swordsmen/Noble Swordsmen e.t.c. The difference just isn't enough to justify any faction getting both. That REALLY hurts the AI IMHO as it leads to too many units of a similar type showing up, killing army verity.
(b) I don't agree with your assessment here as it is an assessment mired in STW thinking IMHO, (no offense BTW)and it had low verity and thus used a moderate counters system. In effect the units where largely similar to each other, the bonuses each unit got against other units that it was the counter to where small enough that whilst it might beat it's target it would only do so by a small amount. In effect the bonuses where just enough to make them important from a cost vs. power perspective, but not so great that they couldn't be overcome by intelligent use of the overall army.
With the increased unit verity this is no longer possible. The greater unit verity means a greater variance within each class type, (S & S being an example of a class type), this means that the gaps between the various class types have had to be increased creating a hard counters system.
In this system an all rounder unit simply doesn't work because it is so powerful just for it's all rounder abilities that it has to have an insane price tag. it's possible, but it becomes far too expensive to form the core of an army. What you have to do is make the AI use a balanced army and use it well.
The closest thing to an all-rounder however is S & S units as these units are able to resist light Cav, hold Medium Cav to a draw, beat any other non-pike/2-hander infantry available head on, and lastly they are very missile resistant. Their biggest issue is that Heavy Cav and 2-Handers can destroy them badly, and Medium Cav may get destroyed itself, but said medium Cav will also destroy them.
However their high defense makes them relatively resistant to mistakes and as a result they make excellent line infantry.
(c) The problem with the tactical AI is that it's programmed in a way that is appropriate to STW where units where not hard counters, and where the variance within a single class was much lower. It treats all missile units as the same in priority term, all Cav as the same, and all infantry as the same, it doesn't even differentiate between Spears, 2-handers, Pikes, and S & S infantry.
The AI needs much better target priority if it's to do ANYTHING right now as it considers border Horse the equal of Gothic Knights ATM.
Here's how I would do it.
Their would be a separate Target Priorities file, here's a notation based version.
Code:
File Header
Faction Name: ; this Section should contain the name of the faction to which the subsequent entries are relevant.
Target Faction Name: ; this line should contain the target faction to which this data is relevant, every faction should have it's own entry vs. every other faction including itself, (for use when facing rebels).
Unit Name: ; this line should contain the name of a unit that is part of the unit lineup of the Faction listed in the relevant Faction Name line of code. Each unit a faction has MUST have exactly ONE entry in each entry group.
Target Unit Class: ; which class, (S & S, 2-Hander, Pike, Heavy Cav, Medium Cav, Light Cav, Light FA, Heavy FA, Composite FA, Light HA, Heavy HA, Composite HA, Spear, Peasants, Anti-Personnel Artillery, and Anti-Building Artillery are the default classifications. New classes can be added at the top of the file).
Target Priority [S & S]: ; the target priority of the named unit against units in the named class, (S & S in this case). The units must be listed by unit name, and must be listed in descending order of priority, (i.e. the first listed entry is the unit it will look for first when attempting to match the listed unit up against the listed unit class). Each Class of unit must have it's own target Priority entry but their is no requirement to list these target Priority Entries in any particular order.
And Below an example entry:
Code:
Faction Type: England
Target Faction Type: Byzantium
Unit Name: Billmen
Target Unit Class: 2-Hander
Target Priority [S & S]: Dismounted Byzantine Lancers, Byzantine Infantry, Dismounted Latinkon, Town Militia
Target Priority [Spears]: Byzantine Spearmen, Spear Militia
Target Priority [Light FA]: Archer Militia, Peasant Archers
Target Priority [Heavy FA]: Trebizond Archers
Target Priority [Composite FA]: Byzantine Guard Archers
Target Priority [HA]: Sythikon, Byzantine Cav
Target Priority [Composite HA]: Vardariotai
Target Priority [Medium Cav]: Byzantine Lancers, Militia Cav
Target Priority [Heavy Cav]: Latinkon, Kataphraktoi
Target Priority [Anti-Personnel Artillery]: Ballista
Target Priority [Anti-Building Artillery]: Trebuchets, Catapult
The above Target Priority is just part of the mix however. this gives the main AI a good idea of what to use against what in particular faction vs. faction lineups. Which of the various categories of Target Priority should be used and 50 other factors still need to be dealt with.
The first thing about the new master battle AI file is that it will need to have separate entries for EACH of the Factions as different factions will tend towards different army compositions and fighting battles with a mostly HA force is very different to fighting them with a mostly FA force, or a mostly Spear force.
In addition each faction will need several AI sub sections itself.
You'll need separate entries for Offensive and defensive Field and Bridge battles as well as separate entries for attacking and defending sieges and sallies.
For each of these AI setups their will then need to be a section listing what order to reference the Target Priority entries of a given unit class in.
For example for English 2-handers in most situations it should try to have them go after S & S units first, Followed by Spears, followed by other 2-handers, Followed By Composite FA, followed by Heavy FA, followed by Light FA, e.t.c. This list is known as The Target Priority Order
After that part their should be a series of Formation rules. These in effect are used to cause 2 things to happen. First they make sure the units stay in formation and close to each other. Second they modify The Target Priority Order in such a way that they prevent the various units moving in a fashion that causes them to leave themselves or others vulnerable.
For example Schlitrom Capable spears in Schiltrom should be placed on the Flanks whenever possible. SO even if the unit match-ups dictate that perhaps the Billmen should go on the extreme left to counter a unit of Dismounted Byzantine Lancers out that way, they will not in fact put them further out than the spears.
Likewise it is a very BAD idea to place anything but spears/pikes in the front rank of your formation as otherwise the enemy Cav can simply charge straight through your line. The 2-Handers/S & S should however be placed in the second line, preferably with the 2-handers towards the flanks.
Likewise, the target Priority order may be altered based on what the enemy is doing and what type of battle is being fought.
For example 2-Handers should normally target S & S units first with Heavy Cav being right near the bottom of their list and they should form the second line of a formation behind the Pikes/Spears. If Fighting an offensive battle battle and you are near the enemy and their are not enemy heavy Cav close enough to react in time it would not be inadvisable to have the 2-Handers, (and S & S units), charge through the spearmen and engage their targets whilst the spear do a 180 turn and present their spear points to the rear and sides, thus guarding the flanks and rear of the ongoing infantry fight from the enemies flanking attempts.
You could include reserves in the formations too and these could be accommodated inside the spear shell where they can either reinforce the ongoing battle, or help the spears out as they become engaged. The Heavy Cav could also be programmed to come in at some point, either to attack anyone that tries to flank, to try to flank themselves, or to attack forces attempting to attack their own flanking forces.
Lastly the exact plan of attack/defense and deployment position should take account of both the existing terrain, weather, and the direction from which reinforcements, both friendly and enemy will enter.
The core of the system however is a detailed target Priority system that is then coupled with an equally detailed formations system that takes complete account of terrain effects and specific unit capabilities. Lastly, BOTH, of these elements can then be modified on the fly by the enemies actions and reactions allowing the AI to adapt.
The current AI has no adaption ability, and only very basic target priority and formation systems. As a result it totally fails to accomplish ANY of the 3 points above.
@Foz:
1. This isn't a bad point Foz, but it's my experience you can set the replenish rate up as high as 0.7 and still get decent variation. You may be able to go higher but I haven't tried bigger numbers.
2. I find that if you add + 1 to the number of recruitment slots in castles the AI concentrates much more on castle units so long as they are actually better than the city units available.
3. Totally agree and that is precisely what I've done in my re-build ProblemFixer. Give me a few minutes and I'll upload and post a link to the modified file for you.
@Brutal_DLX: your comments are only true so long as it's easy for the AI to recruit large quantities of the trash, if you follow Foz's suggestion 3 I find that you'll see massive amounts of high quality units. In my Rebuild ProblemFixer I've faced Danish Armies utilizing mostly Dismounted Chivalric Knights, Huscarls, Dismounted Huscarls, Scouts, Obudshaer's, and Norse Archers, with the odd unit of Viking Raiders/Norse Swordsmen mixed in. Yes Town Garrisons still tend to be Spear/Town Militia a lot, but that has a lot to do with the fact that these seem to take longer to update, but they eventually do update too. That and the later units are pike units which the current recruitment AI treats as the worst units in the game.
A much better Recruitment AI and Garrison AI needs to be created IMHO.
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