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  1. #1

    Default AI Armies 50% Artillery

    G'day lads, i've been playing the Teuton campaign amongst others and its getting to a point where every single AI army is comprised of at least 50% (sometimes more!) of artillery pieces, for the love of god why dosen't the AI have a limit set on how many pieces its allowed on a stack, it makes playing a little silly as there 6 units get engulfed by my army whilst there artillery shoots thousands of meteors at my men.

    Is there any mods or anything that either fix the AI being so ridiclous in this regard or completly removes artillery from the game (buildings and units) cause that would be immensly cool.

    First step that, then fixing Lithuanian armies of 18 Crossbow millitia or 20 Horse Archers...

  2. #2
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: AI Armies 50% Artillery

    This happened to me in my Crusader Campaign and there are only three ways of dealing with it:

    1) Destroy the town that's producing them
    2) Get lots of cavalry
    3) Bring lots of artillery(Mangonels are good).

    I chose #3 since the AI will artillery duel you and you can pretty much destroy their army while taking light casualties since siege weapons can be replaced and their untis are fairly hard to hit.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  3. #3
    Member Member WhiskeyGhost's Avatar
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    Default Re: AI Armies 50% Artillery

    I think it might have something to do with the stats. I had an AI army vs my mostly Cav army lost an Auto-calc because he had gigantic odds in his favor from having so many siege weapons.

    How 9 units of Trebuchets and 5 infantry can beat 4 hvy calvs, 4 lt calv, and 4 archers and 2 infantry is beyond me.


    "Don't mind me, i happen the have the Insane trait....." -Me

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: AI Armies 50% Artillery

    Quote Originally Posted by WhiskeyGhost
    I think it might have something to do with the stats. I had an AI army vs my mostly Cav army lost an Auto-calc because he had gigantic odds in his favor from having so many siege weapons.

    How 9 units of Trebuchets and 5 infantry can beat 4 hvy calvs, 4 lt calv, and 4 archers and 2 infantry is beyond me.
    The AI assumes you will play fair and let it shoot you until it runs out of ammo. Just like the other way around.

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  5. #5

    Default Re: AI Armies 50% Artillery

    ROFL. that is the reason why i am looking forward to ETW - since AI is pretty much treating one army as one entity - stand and shoot, stand and be shot-at and stand-and-stand. at least in ETW, there might actually be a serious artillery/missile duel instead of lopsided-deaths.

    i have given the all the AI units lots of money (king's purse 10000k+!), and i was forced to use some artillery (despite my skeptic of its slow marching speed) because i am sick of being forced to bum rush every man, horses and chickens just to avoid the flaming balls of sudden death.
    Last edited by imnothere; 10-09-2007 at 03:34.
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  6. #6
    Merciless Mauler Member TheLastPrivate's Avatar
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    Default Re: AI Armies 50% Artillery

    Is there a mod that fixes this? I usualy never use mods but for this annoying reason alone i might start playing mods..


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  7. #7

    Default Re: AI Armies 50% Artillery

    You can mod this
    In the EDU txt file, after every unit stats there is a line like this:
    " Recruitment rate importance" (something like this, I do not remember exactly). It is the last line for this unit.
    Parameters used are between -20 and 25.
    If you want AI to produce less units from this type, just put this parameter to maximum (as bigger is the parameter, as less is the producement of this unit).

  8. #8
    Member Member Cid's Avatar
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    Default Re: AI Armies 50% Artillery

    Quote Originally Posted by bggeneral
    You can mod this
    In the EDU txt file, after every unit stats there is a line like this:
    " Recruitment rate importance" (something like this, I do not remember exactly). It is the last line for this unit.
    Parameters used are between -20 and 25.
    If you want AI to produce less units from this type, just put this parameter to maximum (as bigger is the parameter, as less is the producement of this unit).
    Where's this EDU file?! I'd like to do the same with crossbows, peasant archers, etc. I looked under DATA and had no idea where to look from there!

  9. #9
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: AI Armies 50% Artillery

    You need to unpack it.
    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
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  10. #10
    Member Member Cid's Avatar
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    Default Re: AI Armies 50% Artillery

    Quote Originally Posted by FactionHeir
    You need to unpack it.
    Where do you find it?? How do you unpack it?? Is there a thread that explains how? Sorry. A bit techno challenged here.

  11. #11

    Default Re: AI Armies 50% Artillery

    Quote Originally Posted by Cid
    Where do you find it?? How do you unpack it?? Is there a thread that explains how? Sorry. A bit techno challenged here.
    You could read the the learning to mod section. There are many nice thread guiding how to set up a mod folder etc...

    https://forums.totalwar.org/vb/showthread.php?t=76289

  12. #12

    Default Re: AI Armies 50% Artillery

    Quote Originally Posted by bggeneral
    You can mod this
    In the EDU txt file, after every unit stats there is a line like this:
    " Recruitment rate importance" (something like this, I do not remember exactly). It is the last line for this unit.
    Parameters used are between -20 and 25.
    If you want AI to produce less units from this type, just put this parameter to maximum (as bigger is the parameter, as less is the producement of this unit).
    I have mod this in 2 ways in my Britain Campaign:

    1. Mod the export_descr_unit file to lower the recruit_priority_offset for artillery.

    For example, the default of the priority offset of peasant is -35, spear militia is -25, Armored Sergeants is 20 and those artillery is 18~25. So the AI will recruit artillery in their cities most of the time but not those militia unit. And since there are like 4 cities to 1 castle ratio in game, the AI will turn out with 50% + artillery army.

    What i have done is mod the artillery offset to 0 or 5, spear militia as 0 therefore the AI will recruit more spear militia if they dont have much castle left.

    2. Mod the export_descr_buildings file to lower the recruit pool of artillery.

    Meanwhile, i have lower the siege or cannon building's recruiting pool for artillery as well. I have mod it so each artillery will take 4 turns to become avaiable and have a maximum pool of 1, instead of 3 in default.

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