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Unrealistic AI behavior: Some thoughts

Posted: Sun Jul 05, 2020 5:39 pm
by Zikkk
I've been playing FOG for years and I'd like to share my thoughts about the AI, which I feel needs certain improvements. I know this is not a battle simulator, it's just a game, but since most of the scenarios are historically correct, the AI should show a basic level or realism.
According to my experience in single-player scenarios (especially the DLCs), the levels of difficulty are differentiated in three ways:
1. The number of available points before each battle
2. The experience level of each unit
3. The number of bonuses during the battles, for example in the rallying system.
We know of course that there is no difference in AI behavior between the difficulty levels. (This last point lowers the realism -and the fun considerably- but I couldn't criticize the developers for it; implementing different levels of AI in the same game is a huge task).
I also agree with the first two points above.
My problem was always point nr. 3.
I usually set the difficulty at level IV. At this level the number of enemy rallied units during battle is ridiculously high, while friendly units almost never rally. This makes the battle completely unrealistic, while playing a historical scenario with real people (generals).
For example, during one of the last battles in the otherwise excellent Belisarius campaign, a ROUTED (and almost half) Ostrogoth lancer unit -it had a sub-general- unexpectedly RALLIED in a remote and empty side of the map. Now it became FRAGMENTED. So next turn I attacked with a complete and steady armored archers unit (also superior), almost certain that it would break again (80%). To my astonisment, it "HELD FIRM". Next turn it rallied again and became "DISRUPTED", although I still had the upper hand (60%). This was unrealistic and ridiculous. I was sure that during the next turn it would rally again, perhaps finding some Klingon disruptor cannons nearby in the empty field! I had to temporarily reduce the difficulty level to I to correct the erratic AI behavior.
I've seen that very often, and also with the Rise of the AI mod.
The rally system should change. The game becomes just unfair and not fun at all. Also consider that the rallying usually happens to remote units, very close to the end of the map, where there is no nearby general to rally the troops -he can't even see them! Who rallies them? Some unknown force?
I believe there should be implemented a rally system with rally points for every general that could spend them to nearby units. This was a basic feature in some old games, such as Dragoon, and it would make FOG much more fun to play and, of course, realistic. Unfortunatlely, in FOG there is no way to interact with a friendly routed unit.

Re: Unrealistic AI behavior: Some thoughts

Posted: Sun Jul 05, 2020 6:32 pm
by rbodleyscott
3. The number of bonuses during the battles, for example in the rallying system.
Apart from the ratio of force points, unless you play at the lowest or the highest difficulty setting (in which case unit quality is tweaked slightly) the AI gets no bonuses whatsoever in any of the game mechanisms at any difficulty setting.

In particular, there are absolutely no bonuses for AI units to rally at any difficulty setting. They use exactly the same rally test, with exactly the same RNG and no bonuses whatsoever.

The reason they may have more units rallying is because since at higher difficulty settings the AI has more points, and hence usually more units, its units are more likely to get the chance to rally while other units are keeping your units busy.

That said, changes have been proposed to the rally rules (for both sides), and those are part of the "command and control" mod that some users are currently working on:

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