AI request

Field of Glory II: Medieval

Moderator: rbodleyscott

Post Reply
Quivis
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 46
Joined: Tue Apr 21, 2020 8:37 am

AI request

Post by Quivis »

AI shouldn’t wait until the end of its turn in order to resolve melee fights. It is a huge handicap for the AI. Raise of AI mod for FoG2 makes such a change and it helps AI a lot.

If such change is not possible (e.g. due to performance hit, making turns too long), could you at least tell AI to resolve melee against fragmented units at the very begging of its turn? It shouldn’t impact the performance and that would help the AI as well.
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28297
Joined: Sun Dec 04, 2005 6:25 pm

Re: AI request

Post by rbodleyscott »

Quivis wrote: Fri Feb 12, 2021 8:59 am AI shouldn’t wait until the end of its turn in order to resolve melee fights. It is a huge handicap for the AI. Raise of AI mod for FoG2 makes such a change and it helps AI a lot.

If such change is not possible (e.g. due to performance hit, making turns too long)
There would be a performance hit, as can be seen in the Rise of AI mod, though obviously that isn't all due to this particular issue. It won't be wise to fight all melees at the start of the turn, so the processing hit would be from the algorithm that would decide what sequence to do moves and resolve melees in.

could you at least tell AI to resolve melee against fragmented units at the very begging of its turn? It shouldn’t impact the performance and that would help the AI as well.
That is a very good idea, and one I will look at implementing. Thanks.
Richard Bodley Scott

Image
Quivis
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 46
Joined: Tue Apr 21, 2020 8:37 am

Re: AI request

Post by Quivis »

Great, thank you.

I don’t think that there are many situations (if any)*, when resolving melee against fragmented units at the beginning of a turn is a bad idea (more experienced and sophisticated players would have to correct me). There are plenty of obvious benefits, i.e. broken enemy unit gives space before movement happens (and not after movement, which means a turn is lost, and opponent may protect the gap during its turn), if the unit doesn’t break another unit may charge it and brake it (which may not be needed if the already engaged unit can do it on its own), the broken unit may disorder (or fragment) other units which may be charged during the same AI turn, etc.

Edit: *unless of course your unit is also fragmented.
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28297
Joined: Sun Dec 04, 2005 6:25 pm

Re: AI request

Post by rbodleyscott »

Quivis wrote: Fri Feb 12, 2021 10:34 am Edit: *unless of course your unit is also fragmented.
Good point. I need to take that into consideration too.
Richard Bodley Scott

Image
Paul59
General - King Tiger
General - King Tiger
Posts: 3859
Joined: Tue Jul 21, 2015 11:26 pm

Re: AI request

Post by Paul59 »

Quivis wrote: Fri Feb 12, 2021 10:34 am Great, thank you.

I don’t think that there are many situations (if any)*, when resolving melee against fragmented units at the beginning of a turn is a bad idea (more experienced and sophisticated players would have to correct me).
A couple of examples come to mind;

1) When it's possible that the routing and pursuing units might get in the way of something else I want to achieve.

2) When the fragmented unit is in melee with one of my Foot units, and if I charge them with a cavalry unit and it breaks them, there might be a chance that my pursuing cavalry hit another juicy target that would otherwise be out of reach.

It would be a huge task to get the AI to "think" at that level though.
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.

Field of Glory II Medieval Scenario Designer.

FOGII TT Mod Creator

Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Quivis
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 46
Joined: Tue Apr 21, 2020 8:37 am

Re: AI request

Post by Quivis »

Paul59 wrote: Fri Feb 12, 2021 12:24 pm
Quivis wrote: Fri Feb 12, 2021 10:34 am Great, thank you.

I don’t think that there are many situations (if any)*, when resolving melee against fragmented units at the beginning of a turn is a bad idea (more experienced and sophisticated players would have to correct me).
A couple of examples come to mind;

1) When it's possible that the routing and pursuing units might get in the way of something else I want to achieve.

2) When the fragmented unit is in melee with one of my Foot units, and if I charge them with a cavalry unit and it breaks them, there might be a chance that my pursuing cavalry hit another juicy target that would otherwise be out of reach.

It would be a huge task to get the AI to "think" at that level though.
Good examples, thank you.
I believe that only the second example applies to the current AI. In the first one, if you resolve all the melee at the end of your turn (no further movement or attack other than pursuits), you won’t get a chance to achieve anything that turn.
Post Reply

Return to “Field of Glory II: Medieval”