Recently petmonster_tw shared some info about AI development decisions in terms of infantry vs cavalry.
A few community member indecated it is a big deal and deservs its topic so here you are, with my toughts about it:
For the first read the idea of dumbing the AI and make it 'goofy' sounded very disappointing to me. To be honest I tought it was a lazy solution to the problem. But as petmonster_tw stated "...we cannot simulate this in the game...". I think this means they "cannot simulate this" in an efficient way - without too much valuable resources spent on it. So they needed a workaround.
And further thinkingmaking the AI 'goofy' is not necessarily a bad thing if done in the right way. Actually it could work very well. Altough if they mess it up, it will destroy the field battles.
I think the right way could be something like this:
- Every unit, be it infantry, cavalry, archers or horsearchers (or custom, so any) should have a basic discipline value
- Higher the level of the unit, higher the discipline.
- AI fighting in formation should have a boost of discipline depending on the composition and size of given formation
- This method would result in high discipline boost for large elite formations (formed from top level units), low or zero boost for formations of low level units and medium for mixed formations, etc...
- The calculated discipline value (basic+boost) would determine the 'goofiness' of the individual AI in a given formation.
As a reslult - for example in case of frontal charge of cav. vs inf. - even a small formation of elite cavalry unit could crush through a large group of fresh recruits, but an solid group of top tier pikeman could withstand multiple frontal charges.
And of course it means that not only infantry but also cavalry would get goofed! ... and of course every other type of units. Of course cavalry units are all somewhat elite so their goofing would be much more gentle.
An other aspect: if you mix recruits with veterans, they will fight better as veterans would encourage (boost) them and have a better chance to survive and become veteran themselves.
Although if the 'goofing' effect just generally applies to each unit (unit level, formation size doesn't matter), it could deaden or even break the gameplay of field battles, as tactical consideration would go out of window and every charge would result in somewhat the same mess. Or even worse, the bannerlord equivalent of Swadian Knights would destroy everything, so the winning way would be raising an army of heavy cavalry again.
I hope TW will sort it out. From what I saw int the recent videos they will have some tough time to perfect the fighting/battle AI, so in Taleworlds we trust! Keep it up!
petmonster_tw said:About infantry vs Cav. We are still trying to find the right balance. We did have -at one- point unbreakable wall of spears and quickly decided to make the infantry act more foolish. Otherwise Cav vs Inf is not fun at all. In real life no Cav formation charges directly to the infantry. They did get into charge numerous times just to turn back at the last moment. It was a battle of nerves. The infantry "died" many times before finally that last cav charge is real this time. (The cav charge becomes real when the cav commander decides the inf formation has lost its nerve and about to break.) since we cannot simulate this in the game it is somewhat OK to make inf act a bit goofy.
A few community member indecated it is a big deal and deservs its topic so here you are, with my toughts about it:
For the first read the idea of dumbing the AI and make it 'goofy' sounded very disappointing to me. To be honest I tought it was a lazy solution to the problem. But as petmonster_tw stated "...we cannot simulate this in the game...". I think this means they "cannot simulate this" in an efficient way - without too much valuable resources spent on it. So they needed a workaround.
And further thinkingmaking the AI 'goofy' is not necessarily a bad thing if done in the right way. Actually it could work very well. Altough if they mess it up, it will destroy the field battles.
I think the right way could be something like this:
- Every unit, be it infantry, cavalry, archers or horsearchers (or custom, so any) should have a basic discipline value
- Higher the level of the unit, higher the discipline.
- AI fighting in formation should have a boost of discipline depending on the composition and size of given formation
- This method would result in high discipline boost for large elite formations (formed from top level units), low or zero boost for formations of low level units and medium for mixed formations, etc...
- The calculated discipline value (basic+boost) would determine the 'goofiness' of the individual AI in a given formation.
As a reslult - for example in case of frontal charge of cav. vs inf. - even a small formation of elite cavalry unit could crush through a large group of fresh recruits, but an solid group of top tier pikeman could withstand multiple frontal charges.
And of course it means that not only infantry but also cavalry would get goofed! ... and of course every other type of units. Of course cavalry units are all somewhat elite so their goofing would be much more gentle.
An other aspect: if you mix recruits with veterans, they will fight better as veterans would encourage (boost) them and have a better chance to survive and become veteran themselves.
Although if the 'goofing' effect just generally applies to each unit (unit level, formation size doesn't matter), it could deaden or even break the gameplay of field battles, as tactical consideration would go out of window and every charge would result in somewhat the same mess. Or even worse, the bannerlord equivalent of Swadian Knights would destroy everything, so the winning way would be raising an army of heavy cavalry again.
I hope TW will sort it out. From what I saw int the recent videos they will have some tough time to perfect the fighting/battle AI, so in Taleworlds we trust! Keep it up!