UnofficialCrusaderPatch / UnofficialCrusaderPatch2

Unofficial balancing patch installer for Stronghold Crusader 1
MIT License
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Stronghold Crusader Extreme AI enhancements #246

Open PitchNeeded opened 5 years ago

PitchNeeded commented 5 years ago

Now Stronghold Crusader Extreme has started to become modified too by the patch, I thought this topic is relevant.

I know i said this before but I think that AIs should use outpost troops for castle defence and economic building defence as well as attack and also to send some of them back to their castle to form part of their next siege force. Just using them to attack as happens now takes a lot of the personality away from the AI in Stronghold Crusader Extreme I think.

Another change to go with this idea: perhaps there should be a new option available in the launcher: outposts owned by a certain AI should only spawn troops that AI normally uses (so for example any outpost barracks Pig controls would only spawn macemen, crossbowmen and catapults). It would keep the personality each AI has in normal Stronghold Crusader in a Crusader Extreme game.

Also for Stronghold Crusader Extreme, AI outpost catapults and fire ballistae definitely need to be fixed, they go far too close to enemy castles before firing.

Also there should be options for outposts to spawn monks, assassins, crossbowmen and pikemen, these troop types are never spawned.

Halbarad1 commented 5 years ago

I would love an option where the AI uses the troops from the outpost better too. The kind in wich they are using them right now is the main reason why I don't like giving outposts to the AI. Sure, an outpost with highest production of slaves wouldn't result in a proper using because there are just too many in production, but if I give Richard for example an outpost with little or middle production of swordsman and archers it would be cool if he could use them for defending his fortress, farms and attacking his enemys togehter with his "normal" troops.

And I agree that catapults and ballistae need to be fixed. The thing with monks, assassins, crossbowmen and pikemen is, that there are no free spots in the outposts, but we do have the spots catapult, catapult + and catapult++ in the european outpost

So how about giving two of them to troops like engeniers, tunneler, rams, (shields - when they got less op like being slowed down and stuff like that), monks, crossbowmen or pikemen? So e. g. like

catapults = catapults catapults + = engeniers catapults ++ = rams

I do think that this could have great effect on the game, since AI can't use catapults from outposts normally and catapults + and catapults ++ are pretty unneeded.