mike56 said:
I don't consider myself an expert, but I feel like there is nothing in this blog that was not said before in gameplay videos. Can somebody please tell me if I'm mistaken?
Yes and no my dear mikeboix...
21/09/17 blog
14. Will battlefield AI (Both the troop AI and the strategic AI) be accessible or hardcoded?
Lowest-level troop AI is hard-coded, but you can customize it somewhat by changing aggressiveness, maximum speed etc. You can also give AI target movement points.
Formation AI and overall battle AI is extendable and modders can add new tactics and AI behaviours.
15. Will troop and party pathfinding AI be accessible or hardcoded?
Pathfinding will be hardcoded. You can turn faces on/off in a navigation mesh though, so there are ways to control path-finding behaviour.
21/12/17 blog
HOW GOOD IS THE COMBAT AI ON THE HIGHEST DIFFICULTY? WILL THERE BE DIFFERENT COMBAT AI FOR DIFFERENT UNITS IN BANNERLORD?
“Until now, we mainly worked on the tactics of formations and armies, but not the tactics on 1v1 fights. I believe that we will add some variety on that only after we feel like the AI is good enough and missing only unique tactics. So far the AI has been buffed with improved ranged and melee accuracy, decision to use kicking, keeping distance according to combat states and so on. In the end, our aim is to expand the range of intelligence of AI in order to help new players more in combat, and create more challenge for the experienced players. With the addition of more complex army AI, you should also expect a hard time on even reaching the army commanders in the battlefield. And a challenging duel would be your reward (or punishment) when you penetrate the defences.”
Today blog
Finally, we would like to mention that Bannerlord’s
AI is also moddable, too -- and its separation into three different levels is important for modders, making their life easier and allowing for more complex modifications. Tactical, formation behaviour and agent levels being separate is essential: just as commanders changing their orders during battle does not change their soldiers themselves, adding a new tactic doesn't require you to model every single formation behaviour or agent AI. Adding new formation behaviours doesn't require you to delve into agent AI either because the interface the AI uses and you will use is the medium between the hierarchies. This lets modders
create a custom AI that suits their needs without breaking anything, using a complex or simple set of orders and logic to create new formation behaviours and new tactics using various formation behaviours.
With this, I understand that the ia and her behavior is no longer hardcoded. If this is not so, mike you are right and there is nothing new...