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Need an Objective location icon for scenario creation
Posted: Wed Feb 17, 2010 6:25 pm
by Scarz
I have noticed while creating some scenarios that the AI is very reluctant to move from its start location. It just sits there for the most part and compacts its units into a knot.
If there was an objective button in the scenario editor, we could really help the AI know when its supposed to be on the defensive or the attack.
For example, I am currently working on Adrianople 378 AD, and the Goths occupy a hill in front of the Romans, while their cavalry hurry to join the battle. However, the Romans won't advance.
Then, when the AI plays the Goths, they will advance just off the hill to meet the Romans, thus losing their advantage.
With an objective button, it could be placed on the hill, the AI would then know as Goths to stay put, and as Romans to attack.
Of course this would help in many different situations when creating scenarios, not just this lone example.
Re: Need an Objective location icon for scenario creation
Posted: Wed Feb 17, 2010 7:00 pm
by kilroy1
Scar wrote:when the AI plays the Goths, they will advance just off the hill to meet the Romans, thus losing their advantage.
With an objective button, it could be placed on the hill, the AI would then know as Goths to stay put, and as Romans to attack.
Of course this would help in many different situations when creating scenarios, not just this lone example.
I agree, particularly when the AI controlled army doesn't realize what a great defensive position they are in and decide to advance across a river or ditch they are defending behind (e.g., Granicus 334BC, Dara 530AD). We need a smarter AI.

Posted: Thu Feb 18, 2010 1:16 am
by TheGrayMouser
Either a hex based "objective" would work or an Ai stance the designer could set ie: extreme defensive (doesnt move from its postition), defensive, agressive etc.
Posted: Thu Feb 18, 2010 9:26 am
by IainMcNeil
Make sure you ave set the aggression level of the AI leaders. The default is very low aggression I think.
Leader settings
Posted: Thu Feb 18, 2010 7:15 pm
by Scarz
I have played around with this while creating scenarios, and have not found that aggression levels for AI leaders translates to any more or less activity for the AI armies. Has anyone else seen any impact?
Posted: Fri Feb 19, 2010 9:27 am
by welk
Supplementary facultative objectives would be great. With objectives and lines of sight in futur Rise of Rome, Fog would be very improved. Perhaps, these concepts seem nos adapted for ancient battles, but I have to say (one time again

) :
this game engine would not be only a simple adaptation of a tabletop rule : Slitherine has in hand a great concept, and this game should be adapted to become the successor of the GREAT Age of Rifles for all times (ancien, medieval, 18 th, 19th).
Posted: Fri Feb 19, 2010 2:23 pm
by petergarnett
I'd also like to see the option to mark a BG as unable to move on turn 1 &/or turn 2 - this would fix units in place which were not available at the start of a battle, for instance The Sambre & Lake Tres scenarios the romans can use all BG's from the start whereas some should be held in place.
Would also suit reinforcements arriving late.
Posted: Fri Feb 19, 2010 2:46 pm
by jamespcrowley
Fixed units work very well in HPS titles.
As for objective hexes, perhaps there will be something like that in RoR, with the addition of defensible fortifications. Not much practical use if the defenders just waltz off.
Re: Leader settings
Posted: Sat Feb 20, 2010 8:09 am
by pomakli
Scar wrote:I have played around with this while creating scenarios, and have not found that aggression levels for AI leaders translates to any more or less activity for the AI armies. Has anyone else seen any impact?
Hi!
Me too!
It's hard to notice that those levels changes their behaviours!
BR
Pom