buttersideup的最近内容

  1. Improvements to Infantry Formation AI

    Lastly, I really, REALLY want to see the clash of battlelines. I want their infantry to rush my infantry once we get close enough to charge or for them to stand their ground to oppose my charge, not withdraw the second we get kind of close. I also want the heavy cavalry to charge, then form up, then charge again, rather than scattering and individually charging. Lastly how about horse archers that focus on skirmishing rather then rushing into melee with you tell them to attack or maybe a skirmish command where they will only circle the enemy at range until/unless they run out of ammo.

    Amen to this brother. +1

    If we got this, I'd be set for another 120 hours.
  2. Regarding the Campaign AI and some issues in Battle

    As for sieges, I think what you describe is two-fold. Since the AI doesn't fortify, trying to play a siege defense is almost never viable. This is also because the AI will only siege with overwhelming odds. I wish if we arrived at a siege we would be allowed to join the defenses with our forces like Warband, instead of being forced to sally/field battle. I get that sallying is more realistic, but of the 50+ offensive sieges (all of which I've won due to overwhelming odds/minor garrisons), I'd love to be involved in more realistic sieges defenses, or be able to bolster a defense by arriving half way in and tipping the scales.

    The infantry contact you describe here I have noticed as well. In fact, there is another thread https://forums.taleworlds.com/index...to-infantry-formation-ai.416257/#post-9373862 where it is brought up. I recorded a battle and described my thoughts on the infantry movements in that thread.

    I like the war goals idea--it might prevent AI armies from changing targets after already setting up siege camps, only to change their mind again to go back and build another siege camp at the fort they started at.
  3. Improvements to Infantry Formation AI

    Here is a battle I fought today in beta branch e1.2.


    This battle could have been over in 2 minutes if infantry would actually fight each other. This is all I'm asking and why I recorded this--MAKE INFANTRY FIGHT! They're waaayy too concerned with what the scattered cav is doing, and the scattered cav is too busy trying to position themselves as well, making them rather useless. There are no huge cav charges to even worry about with the way it moves now so having everyone turn in fear to the MERCENARY SCOUT coming in is insane when there are 120+ men on the other hill. And the cherry on top is when the blobs actually get to each other, they never stay engaged--one will back away allowing the other to chase it, stabbing it in the back while it runs, or they will both disengage as seen here and start the process all over again.

    I love this game, I already have 120 hours---but those hours were on a horse archer only khuzait campaign. the horse archers are broken because their AI is amazing. They skirmish brilliantly and shoot on the move. Its devastating because the behavior that makes horse archers OP are what overly cripples foot troops. Even enemy melee cav that can keep up just doesnt seem to swing at us. It will ride next to us with its shield up or polearm out and do...nothing... just ride along and get shot. We circle a blob that cant make up its mind--it will neither retreat nor engage, neither commit to waiting out our ammo with shields or fire back with their own ranged. And with the circling movements of a horse archer blob you can cripple enemy infantry AI into moving around more than doing anything else, thus compounding the issue.

    I desperately want to do an infantry focused empire run after my horse archer only run. It is super thematic and gritty and has loads of potential for epic battles. But this behavior here in this recording is what needs to be fixed for that to be a reality.
  4. Improvements to Infantry Formation AI

    2. Individual troops leave the formation to attack nearby enemies. Three or four horsemen just riding by a formation can totally take it apart as troops move away to attack.

    My campaigns seem to have the extreme of this. The AI will lead the entire formation astray. In multiple battles, my faction's overwhelming infantry line (I'm talking 100+ vs 30) will run away from an inferior force in some kind of skirmish behavior?? Sometimes there seems to be no enemy cav unit behind them at all--they just turn to consolidate with reinforcements(??), despite the odds of the front line troops being overwhelmingly in our favor. An entire line of hundreds of men will back away form a favorable engagement against an inferior force in order to... integrate the 15 empire peasants coming in to help... from the other side of the entire map?

    The AI clashes for a few seconds, then backs away from the main fight like its trying to target the averaged center of mass of the enemy that is skewed by the reinforcements coming in. So they end up dancing around in no-mans-land between the enemy's infantry blob and their reinforcements. The cav trying to remain on the flanks of their infantry blob rather than make legitimate attacks/defenses doesn't help this either. Everything is moving to adjust to the location of everything else rather than just fighting.

    The enemy reinforcements run through our men and get slaughtered, spawning more reinforcements... rinse repeat. If the AI would simply engage in combat the battle would be over faster, with less running around and exposing their backs to archers, and with a more natural flow for a melee combat engagement--with two consistent lines beating each other until one breaks--not until one decides to back away then go backwards and forwards in 10 to 15 meter increments for the rest of the battle until the enemy trickles in enough to get killed in small groups. Massive melee engagements aren't epic like they could be--they're odd and hard to follow. If you try to flank around the side, by the time you get to the backs of a flank, your entire line has shifted to the left 30 meters (which is not the direction the line came from... its towards the enemy's reinforcements, but ins't really facing either enemy position directly) and you're left out to dry. Your line is turned weird, enemies are spawning slightly inside your own line, and the main enemy blob is shifting oddly off to the side.

    The archer behavior isn't helping either because they run more than they shoot. Constantly back peddling or turning to adjust to whatever is closest instead of just shooting...

    I get that the flow of battle is back and forth, that positioning is important, and that utilizing reinforcements for a better push can change the outcome, but the AI seems to be over-prioritizing the non-killing/battling portions of these engagements like positioning or unity of force. It would rather allow itself to be killed than to move in a way it deems non-optimal.

    Correct me if I am misunderstanding what is going on here, but I'd like to have a consistent melee engagement with my foot lord--not a jog where I am mostly trying to figure out why my faction's infantry isn't running towards the main enemy line.
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