Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
Hrafnblod 2022 年 12 月 17 日 下午 3:21
Why artificial difficulty spikes instead of accuracy?
I understand that the base AI in most Total War games is lacking, but it would be nice if overhaul mods-- especially historical accuracy-oriented ones-- did not all end up sacrificing accuracy to make the game arbitrarily difficult. The stack spam is absurd, even on lower difficulty levels. Minor one province factions throw around armies Rome can't numerically match in the early game due to being artificially handicapped, and larger powers like Carthage just get to effectively spawn doomstacks forever until you slog your way to their capital.

Surely there's some sort of middle ground between "AI decisions are entirely random" and "Aggressiveness is juiced up to the max, to the point where good relations don't matter because the AI are predisposed to betray you, and none of the game's aggressive economy or population overhaul rules apply to any AI faction." The stack spam and infinite money for AI is annoying enough in base TW games, do we really need that added to hyper-aggressive AI (even on low difficulties) and substantial limitations on the player faction and -only- the player faction?

As many submods as there are, is it prohibitively difficult to have the AI tuning be a submod instead of integrated in from the start? Mostly just lack understanding for the discrepancy between "More historically accurate" as a vision and "Endless doomstacks + broken autoresolve" as execution.
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kam2150  [開發人員] 2022 年 12 月 17 日 下午 4:20 
Well its something that has been discussed to death so you can come to discord if you want full convo.

Long story short, AI is not dynamic. If you make it "reasonable" from start, it will only get more passive as you grow.
Secondly AI does not understand it has stuff like income, food or public order to manage.
AI is unable to delete existing units but is also forced by CA to recruit max amount of units and armies, no matter if it will make it go bankrupt and only have levy archers.

So all these had to be tackled as one things we do, is we dont look just at turn 1 start but also how things will work on turn 50, turn 100, turn 200 and still have AI somewhat responding to what player does. Hence why more difficulty submods are soo popular as once you know DeI, it gets very easy, despite how it might look for you.

You can also try our official submod that makes early game easier and adds on diffculty as you grow.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2461514066&tscn=1648867600

But I an assure you, there is no way to make AI be accurate and actually work vs player at the same time. You would need abtract level AI that is also dynamic.

Anyway, that is all of my input into discussion, like I said, if you really want to have this discussion, best to join discord.
GriffMeister 2023 年 4 月 29 日 下午 2:03 
DEI is also designed to played on normal and every battle should be fought manually no matter what, bear that in mind.
最後修改者:GriffMeister; 2023 年 4 月 29 日 下午 2:03
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