phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
This save is for the current version of LoR available on the SVN. When you press enter the AI leads it's city assault with it's Melee units, then finishes up the attack with it's battering rams, which is the reverse order in which it should do it. I realize this is a modded example, but it pertains to basic AI judgement. The AI should initiate city assaults with units that cannot capture or that cannot kill units, and should then finish up with it's main attacking units that can both capture cities and kill units.
There is actually quite a bit of behavior that goes wrong with the AI that is highlighted with LoR, some of which will effect basic BtS. Mainly is the AI's selection of a unit that it attaches a warlord to if it decides to attach a Warlord rather then settle the great general. The AI still commonly picks units that cannot kill units, this should not occur. It's possible to just remove the Leadership promotion from siege units, but this isn't the prefered aproach, just putting in a check to make sure that a unit can do 100% damage (ie it can kill a unit) would be good enough to stop this. Also in LoR it's common for the AI to get a Great General and attach it to a random catapult, when a legendary unit that's fully 2 strength higher, plus some free promotions, and various other bonuses are right there just asking to be led by a warlord. Please take a look at AI GG logic, and add some improvements to the unit selection process the AI goes through when it decides to attach a warlord.
Also the AI will spend hundreds of hammers on a legendary unit, then have it wander off and die alone in enemy territory; it also does this with high level units in general in BtS. Is there any way to add in some high value unit protection logic so that high value units are kept in stacks, and do not lead assaults if other decent attackers are present?
There is actually quite a bit of behavior that goes wrong with the AI that is highlighted with LoR, some of which will effect basic BtS. Mainly is the AI's selection of a unit that it attaches a warlord to if it decides to attach a Warlord rather then settle the great general. The AI still commonly picks units that cannot kill units, this should not occur. It's possible to just remove the Leadership promotion from siege units, but this isn't the prefered aproach, just putting in a check to make sure that a unit can do 100% damage (ie it can kill a unit) would be good enough to stop this. Also in LoR it's common for the AI to get a Great General and attach it to a random catapult, when a legendary unit that's fully 2 strength higher, plus some free promotions, and various other bonuses are right there just asking to be led by a warlord. Please take a look at AI GG logic, and add some improvements to the unit selection process the AI goes through when it decides to attach a warlord.
Also the AI will spend hundreds of hammers on a legendary unit, then have it wander off and die alone in enemy territory; it also does this with high level units in general in BtS. Is there any way to add in some high value unit protection logic so that high value units are kept in stacks, and do not lead assaults if other decent attackers are present?