Modders care about gameplay because they play the game.
It's funny how quickly things get done when money obsessed management isn't involvedModders care about gameplay because they play the game.
Modders care about gameplay because they play the game.
Indeed, so the alternative is having the AI run circles around the bottom of the towers until they get wiped out by arrow fire. Truly up to standards for a release.I think that would definitely not be up to standards for release and since it wasn't used as intended, it might not work well with overall design as people would eventually just use it as a workaround.
The pathing is used in general combat and I think that's pretty good. Just remember, even the modder said himself he had to use it in an unintended way to get it to work.Indeed, so the alternative is having the AI run circles around the bottom of the towers until they get wiped out by arrow fire. Truly up to standards for a release.
This is cognitive dissonance at its finest. TW have been doing what you said they shouldn't with just about every other aspect of the game, but I fear you won't acknowledge it since it goes against your statement.
Well, it's not pretty good if it fails in sieges, isn't it? You are basically saying "their pathfinding decisions are pretty good except when they are not good, so it's fine overall, who even plays sieges lol".The pathing is used in general combat and I think that's pretty good. Just remember, even the modder said himself he had to use it in an unintended way to get it to work.
Just look at broken HA AI in 1.6.3 beta, they pushed it into 1.6.3 stable and 1.6.4 beta. HA AI was OK in 1.6.2. So much for standards.Indeed, so the alternative is having the AI run circles around the bottom of the towers until they get wiped out by arrow fire. Truly up to standards for a release.
This is cognitive dissonance at its finest. TW have been doing what you said they shouldn't with just about every other aspect of the game, but I fear you won't acknowledge it since it goes against your statement.
Anyone who has ever worked on a complex anything, not just modding, knows that that method is unsustainable. It is at best a stopgap, but cannot fill in its purpose in its entirety without causing more problems along the way in the grand scheme of things.Well, it's not pretty good if it fails in sieges, isn't it? You are basically saying "their pathfinding decisions are pretty good except when they are not good, so it's fine overall, who even plays sieges lol".
And the reason the modder artificially influenced their decision making is that he had no better options left as the pathfinding decisions are hardcoded.
You are not blaming the modder for Taleworlds' decision to hardcode pathfinding stuff and keep it in a broken state, are you?
That's exactly what a jank-pointing Nazi would say. That also probably plays modless vanilla Bannerlord to preserve the purity of the master build.the final solution.
Yavuz did nothing wrong.That's exactly what a jank-pointing Nazi would say. That also probably plays modless vanilla Bannerlord to preserve the purity of the master build.
Just look at broken HA AI in 1.6.3 beta, they pushed it into 1.6.3 stable and 1.6.4 beta. HA AI was OK in 1.6.2. So much for standards.
Also the Siege Tower mod is good example of how more people trying to solve same issue is productive. We spent a lot of time in RBM trying to fix them via changing the AI directly. However limitations of modding did not allow us enough access to AI so we could not fix them. The other guy went outside of the box and used the AI that already exist by playing with already existing pathfinding rules. Another solution would be to simply modify castles directly, however they are not unlocked to modders, so community would have to make their own castles, in long term this might be probably the best solution given questionable design of current castles / towns.
I wonder why Taleworlds is keeping the new 1.6.3 horse archer AI. They charge and get slaughtered, which is not what they are supposed to do. Circle and fire is the correct tactic for horse archers. Unless there is a bigger change they plan to implement later?
I think that at this point, until Taleworlds releases a proper fix, the siege tower mod is the best available solution.
yup, it's simply broken, horse archers barely know where to aim now and they keep running and shooting arrows forward when the enemy is pursuing them from behind (wtf) or just turning their heads aimlessly as if trying to locate the target that's just next to them, i've also noticed HA sometimes just walk with their horses instead of running and get slaughtered as soon as anyone catches them.There is no "new 1.6.3 horse archer AI", they broke ranged AI. If this issue makes it to this Friday without fix, it is going to be the fourth week.
yup, it's simply broken, horse archers barely know where to aim now and they keep running and shooting arrows forward when the enemy is pursuing them from behind (wtf) or just turning their heads aimlessly as if trying to locate the target that's just next to them, i've also noticed HA sometimes just walk with their horses instead of running and get slaughtered as soon as anyone catches them.