Problem statement:
CAI does not seem to properly evaluate the strength of the player's fleet. This is on Very Hard, - CAI thinks it is perfectly reasonable to attack half a stack of artillery ships with a navy of small non-artillery boats.
...And the outcome:
Expected behavior:
The AI would estimate that chances for victory are negligent, and either:
1) Do not engage
2) Summon more navies, if possible, in order to overwhelm the player's fleet
Personal analysis of the issue:
Alas, I am not a modder, but what appears to be happening is that the CAI uses the same or similar estimates as it would use for a land fight. The battle estimate would make perfect sense, had it been a land battle, since artillery without support is useless on land. However, in the naval battles - artillery ships are a force to be reckoned with.
Comments
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0 · Disagree AgreeAlso, I get the feeling that the artillery ships are quite capable of ramming on their own, even if one opts out of using the artillery itself. That alone makes them a rather substantial threat.
I am not sure I still have the savegame prior to that battle, but I'm certain that dispatching the AI with ramming alone would not be a problem.
I. Attila
II. Rome II
III. Napoleon
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0 · Disagree AgreeThey are completely unhistorical and too accurate.
My Mods:
http://steamcommunity.com/profiles/76561198105622520/myworkshopfiles/?appid=214950
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0 · Disagree AgreeLight, fast-moving ships crewed with javelinmen and soldiers should be able to evade the clumsy artillery shots from the Roman forces and get into melee distance, negating the artillery ships' powerful ranged attacks. Ramming.. well, that's been touched on many times over the years (e.g., too fast of turns and too fast of acceleration), and that's a problem to try to incorporate into the auto-resolve calculation by itself.
So, I think that the auto-resolve expectation of a crushing defeat inflicted on an unescorted flotilla of artillery ships at the hands of small non-artillery boats is reasonable. The superior player capabilities, and wonky simulation, turn the expectation on its head however. I wonder how many players in the same situation would fail to win at all, let alone taking only four losses. Hmm..
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0 · Disagree Agree- Report
0 · Disagree AgreeCatapult ships maybe nerved, but ballistae ships are still an very effective force in the hand of the human player.
And the bigger melee ships, which are an threat for artillery ships are only at higher wharf level available.
Two military port-chains aren´t good for the AI either as it splits up the better ships.
My Mods:
http://steamcommunity.com/profiles/76561198105622520/myworkshopfiles/?appid=214950
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0 · Disagree AgreeI think it would be more interesting that instead of having artillery ships being their own ship type, that ballistas and onagers should be an option (similar to the choice to build scorpion and tower penteres) on later tier ships. The only reason to buy the big expensive ships is to get the full amount of troops for naval landings. Boarding with these ships is made unnecessary by ramming or simply building artillery ships.
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0 · Disagree Agree