There are two VERY basic AI mistakes that I think the programming to fix should be doable, in addition to the vast number of specific issues that are, in many cases very difficult.
The first is the strength calculator that the AI uses to assess whether it can accomplish a given goal. The A.I. should be far more conservative about how many troops it needs to conduct a given operation, whether it is attack, defend, or siege against the the player controlled faction. It is my understanding that not only is this portion of the AI less than brilliant to put it mildly, but that it is almost inaccessible to modders. If CA can't fix it, at least let the community try. Sending a stack with less combat power than the garrison to attempt a siege is only the most obvious of these errors.
Second, and this is related to the passive AI bug. the AI should be able to assess whether it is winning or losing the missile fight based on overall missile casualties per minute. Again this is not complicated programming, just missile casualties inflicted vs. missile casualties received per unit time. If it is losing badly in this comparison it should do SOMETHING, either charge or retreat or something. Standing there and letting Retinue Long-bowmen empty their quivers at you is not a strategy, it is suicide. Staying in range of the wall towers is even worse for any goal except a reasonable chance of breaching or seizing those walls is even worse than suicide, it makes for a boring game.
The idea that a sally can be conducted against a completely unprepared force in daytime is also just silly. The AI does it badly and the player does it far too effectively. This just needs to be completely rethought.
For that matter the whole concept of siege engines needs to be completely rethought. Except for the very highest tech cannon they simply had no battlefield application in this period. The rate of fire and the time it took to aim/move them was completely prohibitive. Sieges should be conducted on a points system where the siege engines simply give more points per turn. A given level of walls/towers would then take a certain number of points to break down. The more points a besieging army accumulated the more breaches it would have when assaulting on the battle map. this would also increase the level strategic decision making in terms of waiting to lift a siege as the chance of a successful assault would keep going up due to the gradual degradation of the defenses. Finally if their were no siege engines on the battle map the AI could not do silly/suicidal things with them.
Good Lord make me stop.....
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