Basically the title. I.e. make the bots send their attack troops in at most two waves instead of a thousand. Without that, the higher troop limit is not always worth it.
As discussed elsewhere on here today, there seems to be a connection between exposed wall length of the castle they are attacking and how many troops the AI sends at once to attack a wall. Saladin and Frederick have very little free areas of wall to attack and so the AI struggles to attack these two, as they only send small groups of troops at once to attack the walls.
And that's true. Had a long discussion and a lot of AIV design iteration with Udwin about that back in the days, which resulted in my Wolfs no longer having an outer moat. Fixing this without AIV-changes would be very difficult, as it would require possibly complicated code changes:
Or dispatch remaining troops to destroy the surrounding economy in the mean time.
I think Richard kind of does this anyway, sometime some of his siege force go off and destroy quarries outside the castle. Haven't seen many other AIs do it though with any of their siege force.
And that's true. Had a long discussion and a lot of AIV design iteration with Udwin about that back in the days, which resulted in my Wolfs no longer having an outer moat. Fixing this without AIV-changes would be very difficult, as it would require possibly complicated code changes:
- Dispatch more troops to simultaneously attack the same wall segments.
- Or dispatch remaining troops to destroy the surrounding economy in the mean time.
- Or do both.
I think there should be somewhere in the code a parameter that influences this, which I guess could be changed through reverse engineering?:
The AI is sluggish. It sometimes takes the AI multiple seconds to realize that the wall has been breached for example or issue new commands to troops that have destroyed a building. My guess is that there is some artificial APM limit for the AI? Maybe then the AI will also send more troops simultaneously?
Discussions of the same Issue:
https://github.com/Sh0wdown/UnofficialCrusaderPatch/issues/53
https://github.com/Sh0wdown/UnofficialCrusaderPatch/issues/68
I have found the part with the wall attacking, so I will try to make the AI send less waves in the next patch version. I guess multiple units need to attack the same wall part therefore.
In the next Release, troops will attack wall parts which are already being attacked by a unit, as well as any building, i.e. towers, gates or economy buildings outside the castle. While the attacks are still a bit wavelike, the waves are bigger and follow much quicker after another.
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In the next Release, troops will attack wall parts which are already being attacked by a unit, as well as any building, i.e. towers, gates or economy buildings outside the castle. While the attacks are still a bit wavelike, the waves are bigger and follow much quicker after another.