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The ai behaves same as if you were another ai.
So it just sees we have 540+ troops and should easily win, but doesn't realize that your 500 don't attack.
Its pretty stupid.
That's also an issue. The AI decides to attack, then pull back at the last second and turns their backs to the enemy right when they get in javelin range. This has... Predictable results.
So they charge in, taking archery losses, turn around, start getting absolutely slaughtered by arrows and javelins because they aren't covered by shields suddenly, then usually stop all disorganized and get chopped up by the enemy infantry/cavalry charge hitting them, and they're so spread out the enemy can fight their troops 3 on 1 even if the enemy's technically outnumbered.
Seems to happen the most when the enemy has a bunch of cavalry. They'll put the cab out on the flanks and charge when the attacking army gets close, which seems to change the threat axis and cause the attacking infantry formation to go haywire.
- If an ally lord's HP is below (lets say) 30 before entering the battle, again player takes control over his/her troops
That would also fix some parts of the problem.
Another GREAT IDEA is to let the AI do it, or have total control
- before entering to battle let the AI Marshal or leading noble take the control of your troops
- before entering the battle, if the player has the highest tactic skill among the participants of the battle, asks leading noble for permission to take total command on battlefield
both of these options above would certainly and totally get rid of the problem.
I dont think this will ever change. TW does not have the skill to code proper AI. Truth be told, not many dev studios have. Its usually given the lowest budget since "good AI" sells exactly 5 copies out of 10 000. Its unmarketable and unpresentable, you can't really show it in any trailer or dev comment.
Then of course with a game like this, that has hundreds of units at once, there's the issue of performance. Not only would you need to code good AI, but you also would need to not make it tank performance.
So yeah, to anyone expecting markedly better AI, don't keep your hopes up.
The biggest issue for the player is if they want to spare their ally casualties. Otherwise, it's like getting a box of free hand-grenades during a fire-fight... Don't question why they're there, just be happy you've got them. :)
I don't know if TW plans on allowing Lord "Personalities" to help choose their general combat routines, but that would be very welcome. Cultures should, and often do, have some tendencies to adopt general behaviors that are a bit different, but they're also entirely predictable. I don't know if it's a factor of the units, capabilities, and terrain, coming into play or a conscious decision by TW to try to change up the tactics/battles a bit. (Haven't seen any difference in field battles since they patched a mounted unit AI thing. Not sure they're focusing much on that right now.)
One good example is TWWH2 from CA.
Any time an AI army reinforces yours, they'll simply run forward if they calculated a win and stay back if not (ok arty matters too).
Then you can issue them commands right before meeting the enemy, like having your infantry move to the side and then charge so you're fighting the enemy flank at favorable odds while your ally is soaking casualties in the center and both groups of archers are peppering the other flank when the enemy wraps around your ally. It'll also keep your Cav and horse archers with theirs which helps with losses there and so you don't need to micro them as much.
Ah well.