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But the AI forced to do nothing thing makes sense, sucks they went for a workaround instead of balance.
Caladog's also being an annoying git, fiefless for years now but still somehow hiring mercenaries and just being a pest raiding villages.
I do see a lot of armies being sent on suicidal offenses, like you don't take an army of ~600 mostly foot and send them past a hostile castle through a narrow choke past another hostile castle near the far end of that choke to siege an Aserai town when they regularly send much larger armies with hundreds of cavalry and horse archers.
Might be interesting if there were a policy decision to make regarding minimum size of armies to form to discourage useless ones being formed and fed to enemies.
And repeating this game several times.
IMO - TW is trying to create a much deeper "simulation" than may be necessary for campaign-map party, faction, army targeting fief/siege, etc... behaviors.
The results appear to often be analyzed by TW using results in only "aggregate" form, only paying specific attention to party behavior when the outcries of players becomes unbearable.
So, in essence, since the analysis tools say that xxfaction wins and the analysis shows that result is either expected or is balanced against other results, "a problem doesn't exist."
It doesn't matter if fifty-eleven Lords are running around with their heads cut-off as long as the aggregate results of that behavior in faction win/loss statistical analysis are... "balanced."
"Game is working as intended."
Early on, TW didn't do anything about Armies running out of food or repeatedly start/stop/restart/disband siege behavior until the screaming got to epic levels and they actually looked at it and said "Oh, yeah, that's not right..." And, when it continued past their "fix?" Well, that was during steamroll-rebalancing efforts, so... that was what was important. A specific fix for the fundamental "moving part" in the entire machine wasn't done until very late. (Not that it always worked, either.)
AI Lords aren't terrible, but they do seem to be a bit more impacted by what may be faction or even clan-oriented additions they have to consider. I don't know how their decision process works, now. Changes were made for siege targeting too, but remember that there were also changes, and continue to be some, surrounding Prosperity and Prosperity is one of the variables involved in target acquisition.
Change one thing, a cascade occurs in highly detailed "simulations."
In effect - There's a lot of variables they tend to make changes to, patch to patch, that effect party behavior and I think the "simulation" maybe deeper than it should be.
PS: Still waiting for 1.7 to hit Standard Patch.
At least they're not giant armies of mostly tier 1 recruits anymore.
Because they are following orders.
But seriously... I wonder what would happen, if the devs suddenly removed all difficulty options and you could only play on realistic mode with highest combat difficulty..........
Alot of these people opinions are skewed because they play on easy.
It's also just generally a really dumb thing to say, easy shouldn't mean braindead AI on your faction lol.
Also thankyou everyone else for the replies, was mainly curious if maybe it was some dumb issue seen before with a simple fix or if it could be modded out so AI does 5brain tactics and pulls out the trenches. Hopefully it'll be improved before launch :')