Oh, maybe you prefer RTS... Ultimate General series won't let you down.Doesn't that kind of prove the rule![]()
Oh, maybe you prefer RTS... Ultimate General series won't let you down.Doesn't that kind of prove the rule![]()
While it is obvious it needs improvement; A.I. is not exactly an easy fix. Let's consider sieges in the total war series. A 20 year old series with 14 instalments and a much larger developer;
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Like when everyone always says "God the A.I. is terrible in this game..." I want them to say - compared to what?
Name a game that does have good A.I.?
Fact is - until we get machine learning in video games A.I is always going to be janky. TW can improve it for Bannerlord but I don't know where everyone gets their high expectations from...

Having played all these games except for Cyberpunk, the difference between them and Bannerlord is that while they might bug 1-5% of the time, Bannerlord AI bugs out 100% of the time. No one is asking for human-like AI, they just need to be able to climb ladders and defend themselves. Btw the Mordhau developers', who are much smaller than Taleworlds, eventually did update their AI to be able to climb ladders and surfaces, they must be using machine-learning since that is truly a marveling feat.
Ultimate General is a 2-d strategy game and these game are utterly devoted to AI if you think about it *(the models art are nothing special) that dont have to worry about 3d pathfinding and scaling ladders navigating rooms etc...
Well, there is nothing left to do then but get into bed and cry under the blanket...![]()
Nah...I don't think it has any relation with the multiplayer alternatives.
I don't know...maybe I have the mood downstairs these days...but the Ai in M&B has evolved rather little. In previous installments the bots also detected enemies, strike, ride horses, go to high areas etc... a new engine combined with more modern hardware allows a higher computing capacity (I don't take away the props to Murat Türe, the optimization work is fabulous). But the only new behaviour that stands out is the circling attack of horse archers...
I was really excited when I read the Dev Blog 25/10/18, wow three levels of AI. I may be asking for tomatoes from the grapevine, but in my eyes the Bannerlord AI doesn't make the cut.
Yeah and TW even mentioned they changed their AI to surround when they outnumber an enemy, but it almost never happens. I do see it occasionally but I think it must be tied to particular map areas and not actually an AI 'choice'. I notice it on some particular siege map gardens they will do it, but it's only in a certain area of a few map types. I mean it doesn't work on the player anyways but at least they tryOne more proof showing the embarrassments of the current state of AI.
Flanking? what is that? Bots look like Justin Bieber fans chasing an autograph through the shopping centre corridors...
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Was it too hard to fix like some fundamental flaw/ bad code or "just" some typos and messing around with numbers to find a sweet spot the AI reacts better as they should?Actually we managed to fix ladder climbing and defenders properly defending when attackers break the gate or enter via breached walls in Realistic Battle Mod, the siege towers are much thougher nut to crack (I think we improved their functionality too, just not enought to be better than rugular ladders). However the scripted locations such as places where defenders are supposed to prepare on walls, etc are totally map dependent and as of now modding tools do not allow modification of original Bannerlord maps (you can make your own maps though). So siege pathfinding is something that modders could probably fix but they are not allowed to.

Was it too hard to fix like some fundamental flaw/ bad code or "just" some typos and messing around with numbers to find a sweet spot the AI reacts better as they should?
Realistic battles never leaves my load-order since it came out and i'm loving the fix in the last update, just had a nice surprise in a siege with my men rushing forward to ax down the gate as they should while the others were actually going up the ladders!![]()

This isn't a case of isolated incidents like those cherrypicked videos though. Bannerlord's siege AI sucks a lot of the time.until we get machine learning in video games A.I is always going to be janky. TW can improve it for Bannerlord but I don't know where everyone gets their high expectations from...
Well it took Marnah (He is responsible for most of the code, I do mostly the xml stuff, historical research and formula development for some of the simulations we are doing.) several hours to get the ladders working correctly and then like 20 more hours to get the other stuff done and to improve the ladders further I think. Big part of the fix was changing how the troops stand and move, by default they have trouble reaching the ladders in time before they are reasigned to other part of formation because they cannot push through their own formation, to my understanding. Then it was lot of tweaking ofcourse. As for counterattack Marnah gave them order to charge enemies when they get too close and order to go back when there are no more enemies inside the castle so they just dont rush out and get slaughtered in the open. In vanilla troops are just standing in shield wall formation, standing in general is very bad in the game bcause movement is very important to melee performance of troops (and player) so charge is always better than move to position. Also we are completelly reworking how the troops move (no more vibrating) so they behave more like humans and less like robots (they will wait or try to move to the side if they cannot go in straight direction) which improves their behaviour further in tight corridors.
