I didn't think there'd be much discussion for my Campaign AI mod, but since there is some...
This thread is in support of the Campaign AI mod here:
http://mountandblade.nexusmods.com/mods/3614
http://mountandblade.nexusmods.com/mods/2475 (playable Native demo)
The Campaign AI mod restores campaign level activity and lord missions to those seen in early versions of Warband. The campaign map is much livelier.
Following is a summary of the changes:
General fixes
1. Put more party actions into play.
2. Don't restrict parties to castle on a 30% basis (for an army of ideal size 300, this can be quite a large party).
3. To balance #1, reduce amount of village raiding, in part by removing that as faction objective.
4. Resolve confusion between party size and party strength (size generally 1/20 of strength).
5. Resolve confusion between the scale of the two distance functions (one is 1/100 of other).
6. Avoid setting invalid AI objectives.
7. Prevent marshal from gathering troops at previous enemy objective.
8. Prevent marshal from getting stranded during operations.
9. Handle spai_screening_party better as a substate of spai_accompanying_army.
10. Apply lord personalities to process_hero_ai as well as party_set_ai_state.
Problem: Lords ignore each other
1. Tweak aggressiveness setting, updating.
2. Fix marshal’s screening party (now averages 150 troops, large enough to face enemies).
3. Have screening party for marshal at all times, not just after an offensive starts.
3. Have marshal’s followers get aggressive close to objective.
4a. Cause two nearby enemy marshals to attack rather than just pass by.
4b. Make parties aggressive when their commander joins battle.
Problem: Factions ignore trouble at home
1. Fix parties will reinforce their weak centers (if fall below 100 troops – not below 7).
2. Faction AI more dynamic (will get more defensive as it gets smaller, damaged).
3. Defend even if have more desirable attack if not going to attack anyway.
4. Generalize marshal emergency behavior.
5. Have faction defend even without a marshal.
6. Attack village raiders as well as town besiegers.
7. Generalize defensive behavior of attacking armies (instead of just patrolling the center being attacked).
8. Have patrolling armies stick close to the center they are patrolling.
Problem: Small marshals run away from objectives
1. Allow weak parties to recruit before other actions.
2. Put in low-priority recruit option for all parties (not just weak ones).
3. Weak marshals levy troops from over-defended centers (leaving garrisons of 100-700).
4. Add party size component to voting decisions (weight about 50% of renown).
5. Weak marshals lose renown (thereby leading to lower size expectations & better marshals elected).
This thread is in support of the Campaign AI mod here:
http://mountandblade.nexusmods.com/mods/3614
http://mountandblade.nexusmods.com/mods/2475 (playable Native demo)
The Campaign AI mod restores campaign level activity and lord missions to those seen in early versions of Warband. The campaign map is much livelier.
Following is a summary of the changes:
General fixes
1. Put more party actions into play.
2. Don't restrict parties to castle on a 30% basis (for an army of ideal size 300, this can be quite a large party).
3. To balance #1, reduce amount of village raiding, in part by removing that as faction objective.
4. Resolve confusion between party size and party strength (size generally 1/20 of strength).
5. Resolve confusion between the scale of the two distance functions (one is 1/100 of other).
6. Avoid setting invalid AI objectives.
7. Prevent marshal from gathering troops at previous enemy objective.
8. Prevent marshal from getting stranded during operations.
9. Handle spai_screening_party better as a substate of spai_accompanying_army.
10. Apply lord personalities to process_hero_ai as well as party_set_ai_state.
Problem: Lords ignore each other
1. Tweak aggressiveness setting, updating.
2. Fix marshal’s screening party (now averages 150 troops, large enough to face enemies).
3. Have screening party for marshal at all times, not just after an offensive starts.
3. Have marshal’s followers get aggressive close to objective.
4a. Cause two nearby enemy marshals to attack rather than just pass by.
4b. Make parties aggressive when their commander joins battle.
Problem: Factions ignore trouble at home
1. Fix parties will reinforce their weak centers (if fall below 100 troops – not below 7).
2. Faction AI more dynamic (will get more defensive as it gets smaller, damaged).
3. Defend even if have more desirable attack if not going to attack anyway.
4. Generalize marshal emergency behavior.
5. Have faction defend even without a marshal.
6. Attack village raiders as well as town besiegers.
7. Generalize defensive behavior of attacking armies (instead of just patrolling the center being attacked).
8. Have patrolling armies stick close to the center they are patrolling.
Problem: Small marshals run away from objectives
1. Allow weak parties to recruit before other actions.
2. Put in low-priority recruit option for all parties (not just weak ones).
3. Weak marshals levy troops from over-defended centers (leaving garrisons of 100-700).
4. Add party size component to voting decisions (weight about 50% of renown).
5. Weak marshals lose renown (thereby leading to lower size expectations & better marshals elected).