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Sergeant at Arms
In my very long game, I've gotten to such high level that it's beginning to be a bit boring. I've lately taken to playing with cheat mode on and Ctrl-F5 to put my own char on AI control. I've made a few observations on how the AI work, and most are pretty depressing. The most interesting is probably in siege, though.
Now we all know that the AI is pretty much clinically braindead when it come to siege assaults. But actually "being" the AI reveals just how they are retarded, some are pretty obvious but some only observeable this way.
At the start of the battle, if your character is armed with ranged weapon, he will take up a position and start shooting. By "taking up a position", I mean he will either stay where he started, or choose the exact spot with maximum exposure to enemy fire. And by "start shooting", I mean he will take out his bow and polish it for a few hours. The thing about AI archers is that they have extremely short attention span. Normally this isn't that serious, but at siege it's a huge problem. The AI would raise his bow and aim at an soldier between the crenellations. But as soon as the enemy move away from the crenellation and out of sight, the AI would lose interest. When the enemy shows up again, the AI raises his bow, enemy go away, AI lowers bow. This is usually repeated about 20 times for each arrow the AI shoots. The AI doesn't know the advanced trick of "if target lost, shoot d00d next to target". Yet strangely, the AI seems to remember his target: even if the enemy goes out of sight for a long time, the AI will refuse to attack anyone else, especially someone who's shooting at him. This explains why it takes so long for an archer to empty his quiver despite a wall full of targets.
If your character does not have ranged weapon, with the default charge command, the AI will generally rush toward the ramp. But very often, the AI will somehow miss the ramp and step to its side. Once this happens, the AI will switch to the tactic of acting confused. Most of the time he will stand around and take in the surrounding flora while arrows shower down his head. Sometimes he will suddenly go in a rage and start attacking the wall, presumably trying to get at the enemy behind. Sometimes, and rarely, the AI will back track a bit and make another try at the ramp. But only the AI with genius level intelligence would ever do this.
Once the AI actually get onto the ramp... it's probably not the only one. The ramp is about wide enough for 1.8 person to fit through. And whoever at the front of the line usually does a much better job at blocking everyone than the defenders ever could. In the shuffle, one or two will inevitably get pushed off the ramp, in which case see the above paragraph.
In the off chance that the AI actually make it onto the top of the ramp, and miraculously stay there long enough to make it onto the wall, he will usally head toward the direction that the spawned enemies are coming from. This is the right side in most castles, but not always. What this means is that they usually completely ignore the dozens of archers still stationed on the left side of the wall, shooting them happily in their arse. But what's an arrow or two in the arse of a brave warrior?
The next challenge come ins the form of the stairway down to the enclosure. The best thing that can happen to an AI is that he gets shoved off during a fight and drop down. Maybe he'll take a point of falling damage or two, but that's nothing compared to the damage he would have gotten otherwise. Generally, the AI would choose a part of the stair -- the top, the middle or near the bottom -- to be his favorite spot. He would then proceed to stand at that spot for the next two hours and contemplate the meaning of life. Sometimes the AI get's a bit indecisive and runs back and forth between two spots, which could be quite a challenge when there are other AIs contemplating the meaning of life.
When good karma truly pays off and the AI actually make his way to the courtyard, the massacre commences. The warrior instinct of the AI is reawakened and he will rush forth bravely to slaughter his enemies. This usually work for a while, since the enemy are trying to decide between ranged or melee weapon, and what to wear to match the shoes. But soon the outnumbered AI -- and he's always outnumbered because most of the reinforcement are still trying to find the ramp, and failing -- will grow weak and die.
And that's it. Sorry if this is anti-climatic but that is bloody it. If you made it to the courtyard without player intervention, then you've already made history. Be proud. If you actually managed to take a castle without any player input, then you've truly done the impossible. My hat, and helmet and other assorted accessaries, off to you.
Now we all know that the AI is pretty much clinically braindead when it come to siege assaults. But actually "being" the AI reveals just how they are retarded, some are pretty obvious but some only observeable this way.
At the start of the battle, if your character is armed with ranged weapon, he will take up a position and start shooting. By "taking up a position", I mean he will either stay where he started, or choose the exact spot with maximum exposure to enemy fire. And by "start shooting", I mean he will take out his bow and polish it for a few hours. The thing about AI archers is that they have extremely short attention span. Normally this isn't that serious, but at siege it's a huge problem. The AI would raise his bow and aim at an soldier between the crenellations. But as soon as the enemy move away from the crenellation and out of sight, the AI would lose interest. When the enemy shows up again, the AI raises his bow, enemy go away, AI lowers bow. This is usually repeated about 20 times for each arrow the AI shoots. The AI doesn't know the advanced trick of "if target lost, shoot d00d next to target". Yet strangely, the AI seems to remember his target: even if the enemy goes out of sight for a long time, the AI will refuse to attack anyone else, especially someone who's shooting at him. This explains why it takes so long for an archer to empty his quiver despite a wall full of targets.
If your character does not have ranged weapon, with the default charge command, the AI will generally rush toward the ramp. But very often, the AI will somehow miss the ramp and step to its side. Once this happens, the AI will switch to the tactic of acting confused. Most of the time he will stand around and take in the surrounding flora while arrows shower down his head. Sometimes he will suddenly go in a rage and start attacking the wall, presumably trying to get at the enemy behind. Sometimes, and rarely, the AI will back track a bit and make another try at the ramp. But only the AI with genius level intelligence would ever do this.
Once the AI actually get onto the ramp... it's probably not the only one. The ramp is about wide enough for 1.8 person to fit through. And whoever at the front of the line usually does a much better job at blocking everyone than the defenders ever could. In the shuffle, one or two will inevitably get pushed off the ramp, in which case see the above paragraph.
In the off chance that the AI actually make it onto the top of the ramp, and miraculously stay there long enough to make it onto the wall, he will usally head toward the direction that the spawned enemies are coming from. This is the right side in most castles, but not always. What this means is that they usually completely ignore the dozens of archers still stationed on the left side of the wall, shooting them happily in their arse. But what's an arrow or two in the arse of a brave warrior?
The next challenge come ins the form of the stairway down to the enclosure. The best thing that can happen to an AI is that he gets shoved off during a fight and drop down. Maybe he'll take a point of falling damage or two, but that's nothing compared to the damage he would have gotten otherwise. Generally, the AI would choose a part of the stair -- the top, the middle or near the bottom -- to be his favorite spot. He would then proceed to stand at that spot for the next two hours and contemplate the meaning of life. Sometimes the AI get's a bit indecisive and runs back and forth between two spots, which could be quite a challenge when there are other AIs contemplating the meaning of life.
When good karma truly pays off and the AI actually make his way to the courtyard, the massacre commences. The warrior instinct of the AI is reawakened and he will rush forth bravely to slaughter his enemies. This usually work for a while, since the enemy are trying to decide between ranged or melee weapon, and what to wear to match the shoes. But soon the outnumbered AI -- and he's always outnumbered because most of the reinforcement are still trying to find the ramp, and failing -- will grow weak and die.
And that's it. Sorry if this is anti-climatic but that is bloody it. If you made it to the courtyard without player intervention, then you've already made history. Be proud. If you actually managed to take a castle without any player input, then you've truly done the impossible. My hat, and helmet and other assorted accessaries, off to you.