Not really, obviously the initial assessment is the key one in that it ought to provide the AI with a clear understanding of its strategic or tactical position and indicate the nature of its most promising solution. But one would hope that the AI is constantly re-evaluating its situation during play so that it can modify its initial decisions.Originally Posted by Noir
In fact, I'm sure it does this becuase as I've already said it is possible to play the AI for a sucker by feeding or denying it opportunities during play. Thus you can create false opportunities to draw it into traps and you can deny it opportunities to render it passive.
And yet it is possible to acheive and therefore must be an option the AI considers valid under the right circumstances.Originally Posted by Noir
No, what I said is that no AI can calculate a solution if its assessment is faced with a totally balanced situation. It hasn't broken down, it merely has nothing to work with, thats why all AI routines have override routines that trigger a 'do something' action when the AI cannot make a decision.Originally Posted by Noir
Only becuase that is the most like 'do something' action programmed for that situation.Originally Posted by Noir
Nope, that situation has been in existence since day 1, I've used it in STW, RTW, MTW and I'm still using it in MTW2. Arbalesta's were brilliant at explioting the passive AI in MTW for example, as were muskets in STW.Originally Posted by Noir
However, its not a bug and its wrong to call it one. In most instances it occurs because the AI has calculated that an attack cannot succeed and yet the morale state of its units does not justify a withdrawal. To overcome this CA have introduced some additional 'do something' triggers which seem to kick in if the AI units are suffering excessive missile casualties.
This 'do something' routine overrides the AI and forces the AI controlled units to make a pointless attack on the missile unit inflicting the most casualties. The result leads to the unit chasing the missile troops until the action is overridden by a fresh AI assessment that points out the futility and risk of the action and causes them to break off and return to their original position.
I exploit this conflict between the AI and the 'do something' routine a lot during sally battles as the AI recognizes the threat posed by the city wall defences but is constantly overridden by the 'do something' routine when hit by sallying missile troops. Thus you can kite the AI units into range of the wall defences, wait for the AI routine to kick in and order them to withdraw, then shoot them in the back with the sallying missile troops as they fall back triggering the 'Do something' routine to override the AI and order them to attack and repeat the process until you run out of arrows.
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