Campaign level difficulty spike?

I think you are still right but in the example its purely to show why they are not attacking walls when there are people saying the AI clears every piece of wall it can.

In the example I showed, theoretically the AI should be on path to attack the walls, continue on their attack path to try and get to the other buildings but every single time they went around the wall and go through the only unwalled part in the middle instead.

So if say the amoury is located next to other higher valued (they particularly like houses) buildings they will go for the other building but in the example showed the only other building the AI is able to see and agro is the obelisk and the walls and they clearly agro for the armoury, either that or its the obelisks

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But it still does - if there are not any other buildings nearby, it destroys all the walls and the AI lets the walls lead it wherever the walls lead even if they are of no consequence for it.

I just tried this cheese with buildings behind the walls and despite it may work in Mission 18, it doesn’t work everywhere. For example the Reignleif’s Mythical Battle - it confused the AI for a while but in the end they destroyed the walls anyway despite there was another path (and not even a long one). No any kind of building behind the wall helped me to make the AI to decide to definitely go around. And considering that it’s the giants who are attacking, the walls are as good as destroyed a few second later after they arrive still.

There is definitely more testing to do

I suspect unit vision is going to be pretty important to this since if they cant see the agro target then they will go for the next closest target. In mission 18 they always have priests or other range unit in their army so I suspect it is able to have vision of the buildings

Likewise i have noticed that in mission 30 if I have the Ballista ontop of the hill and firing at units coming on the right most entrance, they will often get agroed and path around to get to it, since in all Age games units will have vision of the unit that is attacking it.

The mythical battle is also interesting caues its 3 different armies and I actually dont know if they would have unified vision so it might also be possible that they are acting indefepently but i think I have pulled off something similar cause I made a housewall on that map with lots of little gaps and hill forts and they were definitely pathing a lot into a single unwalled area.

Melee giant units are unlikely to even have vision to see very far behind the walls

Behold my ultimate creation

All passes walled within the first 10 mins and every fight after the AI army is baited into a death trap of camels and priest all the while nothing else happens and you can even get to mythic before gargarensis, Then i just spammed monuments and tornadoed them to death because why not

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Yeah I’ve done something similar, even the migdol is in the same position lol. Except i walled off the sides of my eco with armorys because free builds rock and I creates choke points with free building spam.

Also build the lighthouse by the monument, the empower increases its reveal radius by 50% or something. You will see them from the moment they leave their base.

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To be certain, there likely will have to be adjustments to something in regards to the campaign AI, because if people were annoyed before, imagine how people will react once they fix the bugged “aggressive” animals like wolves and bears?
I personally think that need to slow down the rate at which they spawn units for attack waves or schedule in which enemies receive upgrades.

Like moths to a flame

leaving that small gap between the hill and the hill fort and the balista harass basically makes them all act like idiots

They were still attacking the left side, so they are still probably having a move command unitil they hit a point where they become agresive, but this setup means they ignore the entire right side

  • Significant balance changes to Fall of the Trident Mission 18.

They changed mission 18.
Did any of you backup the old mission?

Eh, nope in my case.

But I tried the new one and the AI seems to be ignoring the walls completely even if there isn’t any armory or other building behind them. They just come to a wall, turn around and looking for another way until they find a hole… like the old AI.

Does this AI change apply to other missions too?

Will test that tomorrow I guess. On my way to bed atm.

I couldn’t let it go and tested it now.

It seems the AI changed in other missions too - tried the one where we are sending reinforcements to the ram’s fire giant’s via Well of Urd and it seems that the armies of the orange on the surface were ignoring all the walls as long as there was any building in their LOS. They went around in every case and destroyed all the buildings behind the wall and they were after the wall just as the very last thing to destroy (after they destroyed the Temple, Barracks, TC and tents). They were going aggresivelly against my civilians though to start with - they targeted them from afar (felt like the AI targeted them even before my civilians entered the AI’s LOS).

(I walled off the passage to the NW and the passage to the North and left only the one to the NE and they have been using it consistently)

Before this change, the orange was attacking my wall to the north first and also then the wall to the North too. Not anymore.

Feels like the original AI now. Maybe easy, but I believe it is much better temporary choice to keep until the devs come up with something better (let’s be honest, nobody considered the old/legacy AI a problem until Retold came out). Because the Retold AI before this patch, was rly attacking the walls way too hard. The walls must be useful.

Hopefully they will eventually provide some middle ground. It’s all just about making few new rules for the AI and I believe there is a way.

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I’m already in bed.
I’ll probably play some more campaign again tomorrow.

Interesting - just tried “Isis Hear my plea” and there the AI was killing my walls in its path like before. We will have to do much more testing I guess. Maybe they changed behavior only of one AI and that one they changed is possibly not being used in every mission… I don’t know.

Yeah mission 18…they nerfed it hard in every way, not even the wall behaviour

they attack less, not building that much eco, all around just…slower i guess. After the first 2 attack wave I didnt see another one until after I went mythic

The pathing is even weirder since I didnt even walled and they kept trying to path to the right of the map, even attack waves that are coming from the left then tries to go to the middle to the tree then move towards to right passes.

U can just stay in base and turbo mythic and then go to camels and never get punished

I do have a save game from the old mission.

You could turbo mythic in the release version too, that’s how I did it, but requires careful timing. unfortunately i cannot test the new one for some days.

so i played the mission again after the “patch” and i dont know what they did compared to before but now i think i know whats the difference compared to the release version.

They dont rebuild eco and is probably just buidling off a large bank, the fact that their eco is less was kinda obvious ( they arent taking the 2 gold mines that are close to them) but now its visible that they arent even rebuilding vils after they are killed.

Managed to get a lighthouse empowered by a pharaoh in the middle and it basically gives you complete map vision and you can see them just have absolutely no vils and they dont rebuild any eco, which slows their production and effectively means no waves comes

I think the AI in most missions is designed to only have a face economy.
This gives the creators more control but most importantly I think it’s because they don’t want to AI to use up all the resources.

You are supposed to get additional gold mines by capturing the enemy town, but that only works if the AI doesn’t quickly deplete all the mines.

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