these are the only open battle formations in my formations_ai file;
Code:
begin_formation ai_cavalry_attack
;;; purpose flags
attack
ai_priority 3.0
begin_dummy_block 0
spacer 0.0 0.0 120 30
end_dummy_block
;; Dumb-behind way of deploying, temporary hack!!!
begin_block 1
unit_type heavy cavalry 1.0
unit_type light cavalry 0.9
unit_type any 0.01
unit_density loose
block_formation line
block_relative_pos 0 0.0 -18.0
inter_unit_spacing 120.0
priority 0.9
end_block
end_formation
begin_formation ai_precursor_defend
;;; purpose flags
defend
ai_priority 3.0
begin_dummy_block 0
spacer 0.0 0.0 240 30
end_dummy_block
;; First line of infantry
begin_block 1
min_units 3
max_units 5
unit_type light_pilum_infantry 1.0
unit_type heavy_pilum_infantry 0.9
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 0 0.0 -18.0
inter_unit_spacing 12.0
priority 1.0
end_block
;; First Cohorts in second line
begin_block 2
min_units 2
max_units 3
unit_type skirmish infantry 1.0
unit_type heavy_pilum_infantry 0.2
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 1 0.0 -12.0
inter_unit_spacing 10.0
priority 1.0
end_block
;; Second line of infantry left
begin_block 3
max_units 1
unit_type heavy_pilum_infantry 0.9
unit_type light_pilum_infantry 0.1
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 2 -12.0 0.0
inter_unit_spacing 12.0
priority 0.8
end_block
;; Second line of infantry right
begin_block 4
max_units 1
unit_type heavy_pilum_infantry 0.9
unit_type light_pilum_infantry 0.1
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 2 12.0 0.0
inter_unit_spacing 12.0
priority 0.8
end_block
;; Spearmen
begin_block 5
max_units 4
unit_type spearmen 1.0
unit_density close
block_formation line
block_relative_pos 2 0.0 -12.0
inter_unit_spacing 18.0
priority 1.0
end_block
;; Achers behind the other infantry
begin_block 6
max_units 5
unit_type ranged_missile_infantry 1.0
default_melee_state fire_at_will_and_skirmish
unit_density close
block_formation line
block_relative_pos 5 0.0 -12.0
inter_unit_spacing 3.0
priority 1.0
end_block
;; Elephants
begin_block 7
unit_type elephants 1.0
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 6 0.0 -12.0
inter_unit_spacing 12.0
priority 0.8
end_block
begin_dummy_block 8
spans 1 2 3 4 5 6 7
end_dummy_block
;; Siege equipment
begin_block 9
unit_type siege 1.0
unit_type any 0.01
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 8 0.0 -12.0
inter_unit_spacing 6.0
priority 1.0
end_block
;; Cavalry on inner left wing
begin_block 10
unit_type heavy cavalry 1.0
unit_type light cavalry 0.9
unit_density close
block_formation line
block_relative_pos 8 -24.0 -6.0
inter_unit_spacing 2.0
priority 0.9
end_block
;; Cavalry on inner right wing
begin_block 11
unit_type heavy cavalry 1.0
unit_type light cavalry 0.9
unit_density close
block_formation line
block_relative_pos 8 24.0 -6.0
inter_unit_spacing 2.0
priority 0.9
end_block
;; Cavalry on outer left wing
begin_block 12
unit_type light cavalry 1.0
unit_type heavy cavalry 0.8
unit_density close
block_formation line
block_relative_pos 10 15.0 -6.0
inter_unit_spacing 2.0
priority 0.9
end_block
;; Cavalry on outer wing
begin_block 13
unit_type light cavalry 1.0
unit_type heavy cavalry 0.8
unit_density close
block_formation line
block_relative_pos 11 -15.0 -6.0
inter_unit_spacing 2.0
priority 0.9
end_block
begin_dummy_block 14
spans 10 12
end_dummy_block
begin_dummy_block 15
spans 11 13
end_dummy_block
begin_dummy_block 16
spans 8 9 14 15
end_dummy_block
;; Generals unit
begin_block 17
min_units 1
unit_type general_unit 1.0
unit_density close
block_formation line
block_relative_pos 16 0.0 -12.0
inter_unit_spacing 12.0
priority 1.0
end_block
end_formation
begin_formation ai_precursor_attack
;;; purpose flags
attack
ai_priority 3.0
begin_dummy_block 0
spacer 0.0 0.0 240 30
end_dummy_block
;; First line of infantry
begin_block 1
min_units 3
max_units 5
unit_type light_pilum_infantry 1.0
unit_type heavy_pilum_infantry 0.9
default_melee_state fire_at_will
unit_density loose
block_formation line
block_relative_pos 0 0.0 -18.0
inter_unit_spacing 24.0
priority 1.0
end_block
;; First Cohorts in second line
begin_block 2
min_units 2
max_units 3
unit_type skirmish infantry 1.0
unit_type heavy_pilum_infantry 0.2
default_melee_state fire_at_will
unit_density loose
block_formation line
block_relative_pos 1 0.0 -12.0
inter_unit_spacing 24.0
priority 1.0
end_block
;; Second line of infantry left
begin_block 3
max_units 1
unit_type heavy_pilum_infantry 0.9
unit_type light_pilum_infantry 0.1
default_melee_state fire_at_will
unit_density loose
block_formation line
block_relative_pos 2 -24.0 0.0
inter_unit_spacing 24.0
priority 0.8
end_block
;; Second line of infantry right
begin_block 4
max_units 1
unit_type heavy_pilum_infantry 0.9
unit_type light_pilum_infantry 0.1
default_melee_state fire_at_will
unit_density loose
block_formation line
block_relative_pos 2 24.0 0.0
inter_unit_spacing 24.0
priority 0.8
end_block
;; Spearmen
begin_block 5
max_units 4
unit_type spearmen 1.0
unit_density loose
block_formation line
block_relative_pos 2 0.0 -24.0
inter_unit_spacing 32.0
priority 1.0
end_block
;; Achers behind the other infantry
begin_block 6
max_units 5
unit_type ranged_missile_infantry 1.0
default_melee_state fire_at_will_and_skirmish
unit_density loose
block_formation line
block_relative_pos 5 0.0 -12.0
inter_unit_spacing 0.2
priority 1.0
end_block
;; Elephants
begin_block 7
unit_type elephants 1.0
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 6 0.0 -12.0
inter_unit_spacing 18.0
priority 0.8
end_block
begin_dummy_block 8
spans 1 2 3 4 5 6 7
end_dummy_block
;; Siege equipment
begin_block 9
unit_type siege 1.0
unit_type any 0.01
default_melee_state fire_at_will
unit_density close
block_formation line
block_relative_pos 8 0.0 -18.0
inter_unit_spacing 6.0
priority 1.0
end_block
;; Cavalry on inner left wing
begin_block 10
unit_type heavy cavalry 1.0
unit_type light cavalry 0.9
unit_density loose
block_formation line
block_relative_pos 8 -24.0 -18.0
inter_unit_spacing 3.0
priority 0.9
end_block
;; Cavalry on inner right wing
begin_block 11
unit_type heavy cavalry 1.0
unit_type light cavalry 0.9
unit_density loose
block_formation line
block_relative_pos 8 24.0 -18.0
inter_unit_spacing 3.0
priority 0.9
end_block
;; Cavalry on outer left wing
begin_block 12
unit_type light cavalry 1.0
unit_type heavy cavalry 0.8
unit_density loose
block_formation line
block_relative_pos 10 5.0 -6.0
inter_unit_spacing 3.0
priority 0.9
end_block
;; Cavalry on outer wing
begin_block 13
unit_type light cavalry 1.0
unit_type heavy cavalry 0.8
unit_density loose
block_formation line
block_relative_pos 11 -5.0 -6.0
inter_unit_spacing 3.0
priority 0.9
end_block
begin_dummy_block 14
spans 10 12
end_dummy_block
begin_dummy_block 15
spans 11 13
end_dummy_block
begin_dummy_block 16
spans 8 9 14 15
end_dummy_block
;; Generals unit
begin_block 17
min_units 1
unit_type general_unit 1.0
unit_density close
block_formation line
block_relative_pos 16 0.0 -24.0
inter_unit_spacing 12.0
priority 1.0
end_block
end_formation
begin_formation ai_precursor_reinforcements
;;; purpose flags
attack
defend
ai_priority 0.2
the last formation is currently just a copy of the defend formation just in order to make the game happy ... havent played around with reinforcements yet
Edit;
Just rechecking my findings I started testing some other variantions
The dummy-block in front of formation helps the formation but its not the cause of the additional behaviour, it does do much good, like it in this formation seems to prevent the AI from moving its cavalry into diff. groups when switching formations and prevents the AI from ignoring skirmish/precursor units(I'm currently going to stick with it ...)
It seems that the formation itself simply provides the engine with what it needs, no tricks or whatever just a proper formation that isnt to changing from defence to attack (the above formation is too active already!), basicly what I'd call normal battle characteristics are the key, meaning try to make the formation so the AI isnt regrouping its units as it tends to do so when just coming in archer-range and get cut up if they dare to move their shield from in front of them, keep spear back enough so prec. units can pila-charge and take the enemies pila's and not so the spearmen end up attacking before the prec. units (currently still a flaw in the above formation)
G
Bookmarks