GrandiousBrain
Regular
Here i am showing an example of what people HOPED and WANTED to see in AI s behaviour in Bannerlord.
- Manor Lords - Battle Features | Medieval RTS/Citybuilder
This type of AI behaviour from the video above is what community longed for and wanted or atleast minimum Ai not to be/have that cluster f**k behaviour of every single soldier to have constant attack animations and constantly pushing throu (stupidly/unneseserarly using memory/resorces) causing morfing Dragon Ball style where soldiers go throu each other like they are ghosts and half of full bodies going throu each other and throu shileds just bcs AI cosnatntly push forward and costantly having activated attack and going forward movement even thou they are blocked by its comrade infront of him/her.
Its especialy noticable in close quarters INSTEAD of just first few lines to get engaged and have those attack animations/movements wile others stay back and wait behind (that way AI wont constantly calculate and use/waste extra memory for constantly activating/calulating movements and attack animations and give some fps/system relief due to those behind being at ready to attack stance but not engaging/not mowing that much) and then when its needed then they get so to say activated to fill the gap in lines or are commanded to attack.
I realy do hope devs see this video and TAKE SOME NOTES from that game and try to atleast implement some of that into Bannerlord AI behaiour/inteligence than having this big clusterf**k blob of morfing npcs/AI behaviour where every single one is constantly activated and pushing and that way causing system to use/work overtime to calculate every single soldier involved instead of having few several lines that are actively attacking while others behind wait for their turn to fill the gap/get ready and not simply constantly activating attack animation and irrationaly pushing throu.
- Manor Lords - Battle Features | Medieval RTS/Citybuilder
This type of AI behaviour from the video above is what community longed for and wanted or atleast minimum Ai not to be/have that cluster f**k behaviour of every single soldier to have constant attack animations and constantly pushing throu (stupidly/unneseserarly using memory/resorces) causing morfing Dragon Ball style where soldiers go throu each other like they are ghosts and half of full bodies going throu each other and throu shileds just bcs AI cosnatntly push forward and costantly having activated attack and going forward movement even thou they are blocked by its comrade infront of him/her.
Its especialy noticable in close quarters INSTEAD of just first few lines to get engaged and have those attack animations/movements wile others stay back and wait behind (that way AI wont constantly calculate and use/waste extra memory for constantly activating/calulating movements and attack animations and give some fps/system relief due to those behind being at ready to attack stance but not engaging/not mowing that much) and then when its needed then they get so to say activated to fill the gap in lines or are commanded to attack.
I realy do hope devs see this video and TAKE SOME NOTES from that game and try to atleast implement some of that into Bannerlord AI behaiour/inteligence than having this big clusterf**k blob of morfing npcs/AI behaviour where every single one is constantly activated and pushing and that way causing system to use/work overtime to calculate every single soldier involved instead of having few several lines that are actively attacking while others behind wait for their turn to fill the gap/get ready and not simply constantly activating attack animation and irrationaly pushing throu.