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  1. #1

    Default Re: Game AI stuff

    Good observation. Another workaround is bringinging general's upkeep down to zero, so as to not penalize factions for having more 'control units'.
    Yep. I have general's bodyguards as zero upkeep and reduced the cost of generals down to 100 in the character.txt. Meant to add that as a recomendation :)


    Was this changed at all in M2TW, you think?
    I think that's the problem. I think the autocalc is based on the old system where the general's command stars gave an attack bonus to each unit so the stack thinks it's stronger than it is.


    If you've been following UAI2.20 for SS5.1, they have apparently big stacked garrisons. It seems primarily an AI file issue, not so much a hard-coded bias towards generals.

    Although your latest update with 1hp generals seems to add more garrisons. But I don't think generals will be made 1hp merely to suit AI fancies, I think an AI fix will be better.
    Yep, not saying the General effect is critical re garrisons, just a minor contributing factor. The AI settings are more important. My main reasons for weakening the generals are:
    1. I think in the battles the units often make 1 vs 1 match-up decisons and i think that is part of the general's suicide charge thing from STW onwards.
    2. I think strong generals are much better for the player than the AI because of suicide charges.

    The garrison bit just seems to be a minor beneficial side-effect. I wouldn't claim it as a big thing though--heavily weighted to personal preference.
    It's not a map.

  2. #2
    Could be your God Member Abokasee's Avatar
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    Default Re: Game AI stuff

    Out of intrest could you findout signifcant is the faction personality (as I call it, ie: sailor napoleon, balanenced smith) on a faction, and where can I get the stripped down map?
    Now with transparent layers!

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  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Game AI stuff

    Quote Originally Posted by Abokasee
    Out of intrest could you findout signifcant is the faction personality (as I call it, ie: sailor napoleon, balanenced smith) on a faction, and where can I get the stripped down map?
    AI personalities I responded to in your own thread already.
    The stripped down map is available in alpaca's stripped down mod installer.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
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  4. #4
    Could be your God Member Abokasee's Avatar
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    Default Re: Game AI stuff

    Thankyou
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  5. #5
    Mercury Member Thermal's Avatar
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    Default Re: Game AI stuff

    as u can tell im not amazing at this or i wouldnt hav 2 ask but, im modding the retrofit multiplayer version of the game, but there doesnt seem to be a descr_character txt file in the folder, the nearest thing to it is a export_descr_character_traits, strange seening as every other version or mod of the game hav both files...
    any ideas which descr_character file the retrofit type use? is it just the descr_character from normal medieval? it should hav 1...
    i just want to add movement point up to make 4 a better AI
    Last edited by Thermal; 08-13-2008 at 14:22.

  6. #6

    Default Re: Game AI stuff

    I answered in Modding movement rates? thread.

    Increasing the movement rate will only help with some pathfinding issues with the game, with some armies getting stuck. Chances are if this is the only thing you change you will not see a notable improvement in the AI, other then perhaps improved early game expansion.

  7. #7

    Default Re: Game AI stuff

    CavalryCmdr (or Nikolai): we're having a guy make a massive new map for us, and I raised to him the concern that cities should be within 1 turn from each other for the AI to make proper decisions. Is that correct, or what is the proper guideline for how far the cities can be spaced out?

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