AI Town Defense. May be an issue to look into.

I did not see this out in the wild (and have never seen it in earlier builds), but I was attacking magnar early and took 3 cities of his.  2 of those battles had an issue where the defending AI would take damage and retreat correctly, but after their lead (strong spearmen) had been taken down, the 3-4 other defenders who had originally retreated did not want to fully commit to attacking my only remaining archers (all my folk were dead besides the archers).

Defenders would go towards me 3 tiles, back up 2, 3 forward, back up 2.  Had they rushed my archers it would have been game over for me.

It was more of a scattering pattern though.  None of the AI moves looked to have any logic.

Its hard to explain I guess.  It looked like 4 mice in a maze without any cheese in it.  I just picked them all off with the archer and took the city.

Played one level below expert, AI the same.

My archers were a quest reward if that helps.

I can get more specific if need be.  Come to think of it it has to be the defending AI behavior towards the archer.

 

Anyway, Im having fun.  Would love to see ALL the town details when your choosing what to pick when they level.  I also find myself consistently addicted to the unrest and population numbers more than I feel I should be.  15% unrest for not being contiguous borders is a little harsh.  After all, our Jamaican friends have enough herb to keep them happy out there on the island, eh?  Hawaiians are a pretty mellow group too.  Just a thought.

I cant believe I've been playing this game for 2 years now.  Good work fellas.

4,197 views 5 replies
Reply #1 Top

I want more city defense, but they just added some serious defense things I have been pushing for. I will be satisfied to see it go gold with the current difficulty. I mean if they added in everything I wanted, what would there be to mod?

Reply #2 Top

Maybe I didnt explain well...

 

I just did another city takeover.  I peppered everyone with my army, but after they all fell under 25% or so they started to run away from battle and not engage.  I had to chase each one down and kill them.

 

I haven't had many open field battles to compare it to.  I guess it could be the difficulty?  I'm playing one below expert, is that the reason?  I've never played below expert.

 

They all go run and hide behind trees once they get a little beating in return for existing.

Reply #3 Top

They are running due to low Hp and weak combat rating. More armor and units would solve the issue is all I meant.

Reply #4 Top

would go towards me 3 tiles, back up 2, 3 forward, back up 2. Had they rushed my archers it would have been game over for me.

In earlier versions wolves were in fact puppies. Then the devs corrected "howl" and I had some bad surprises in the early game. Now under 0.992 I took some caution to attack them. Finally I found the courage to try it with three Heroes (levels 4 to 5) on horses.

The great wolf howled and I prepared for their rush.

But then they all retreated one hex!

Perhaps they fear horses now? Perhaps the archer hero with his longbow (Drakonis?) intimidated them? Or because he is now far behind the other heroes and unreachable?

To the devs: The changes in the tactical AI are all good, esp. the placing of mages and archers in the back, a big Thanks for that! But I guess they have given rise to other issues now. 

Reply #5 Top

I had a troll disengage combat and hide. Once his Hp was at half, he came back and another one left. That was when I finally started respecting the monster AI. And now I bring a fire mage.