Marbus’s Escape
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Re: Marbus’s Escape
On Hard, S1, are my villages really supposed to provide no income or cover upkeep?
(Apparently villages provide no income for my enemy either.)
(Apparently villages provide no income for my enemy either.)
- Jarom
- Posts: 88
- Joined: January 4th, 2015, 8:23 pm
- Location: Green Isle, Irdya or Poland, Earth - I'm not quite sure
Re: Marbus’s Escape
Yes, it's intended, for balance reasons. We'll add a note about it.
Re: Marbus’s Escape
Generally: You could give the player, it's allies, and his enemies more fitting teamnames than 'Player' or '1'.
S4
Emborgi-tarash is called 'the best oracle', but the unit itself is a soothsayer.
Recent mainline lore says that the Saurian mages are male, while the fighters/skirmishers are female.
The Great Wolf somehow demands upkeep.
S6
The objectives say that you have to recapture Gelu'Alben, but it has not yet fallen. So you can't recapture it.
Something minor: Gewold can recruit Assassins, but when you arrive not a single Assassin is taking part in the defense of the stronghold.
My allied AI behaves weird and gets itself killed during the first turn.
S4
Emborgi-tarash is called 'the best oracle', but the unit itself is a soothsayer.
Recent mainline lore says that the Saurian mages are male, while the fighters/skirmishers are female.
The Great Wolf somehow demands upkeep.
S6
The objectives say that you have to recapture Gelu'Alben, but it has not yet fallen. So you can't recapture it.
Something minor: Gewold can recruit Assassins, but when you arrive not a single Assassin is taking part in the defense of the stronghold.
My allied AI behaves weird and gets itself killed during the first turn.
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ME-Miracle of Gelu-Aben replay 20201112-130240.gz
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- White_Drag0n
- Posts: 48
- Joined: January 11th, 2016, 1:42 pm
Re: Marbus’s Escape
Hmmmm...


As for the AI, I suppose you're using version BfW 1.15? From what we gathered, the AI in that version is malfunctioning, the result of which you've witnessed. We try to find a fix for it, possibly by using 1.14 AI (somehow?) But we haven't exactly found a solution yet.
- Jarom
- Posts: 88
- Joined: January 4th, 2015, 8:23 pm
- Location: Green Isle, Irdya or Poland, Earth - I'm not quite sure
Re: Marbus’s Escape
Will do. Someday.Generally: You could give the player, it's allies, and his enemies more fitting teamnames than 'Player' or '1'.
Soothsayer is close enough in terms of meaning, and unit type will stay for balance reasons. We will consider changing the dialogues, but it's unlikely for now, as most of the team doesn't see this as an important issue.Emborgi-tarash is called 'the best oracle', but the unit itself is a soothsayer.
I'm afraid this is gonna stay, because main writer said so. There's a further explanation, but I don't want to translate it.Recent mainline lore says that the Saurian mages are male, while the fighters/skirmishers are female.
Thanks, I was looking which one was the culprit of negative income. Will fix.The Great Wolf somehow demands upkeep.
Good point. We'll probably change it.The objectives say that you have to recapture Gelu'Alben, but it has not yet fallen. So you can't recapture it.
We'll think about it. Thanks for pointing it out.Something minor: Gewold can recruit Assassins, but when you arrive not a single Assassin is taking part in the defense of the stronghold.
As White_Drag0n pointed out, it's caused by 1.15 AI behaviour change. On a side note, it's not the only error caused by 1.15, but we're working on it.My allied AI behaves weird and gets itself killed during the first turn.
Re: Marbus’s Escape
So, I went and asked someone about the AI.
To disable retreating behavior (which probably causes this specific situation) you need to add, where 'X' is the side you want this to be disabled for.
On behalf of my helper I'd like to point out that the 1.15 AI is not malfunctioning, it's doing what it is supposed to do. The 'problem' would be that some of it's aspects have changed and therefor it behaves different compared to the 1.14 AI.
EDIT: While I'm at it, some replays.
To disable retreating behavior (which probably causes this specific situation) you need to add
Code: Select all
{MODIFY_AI_DELETE_CANDIDATE_ACTION X main_loop retreat_injured}
On behalf of my helper I'd like to point out that the 1.15 AI is not malfunctioning, it's doing what it is supposed to do. The 'problem' would be that some of it's aspects have changed and therefor it behaves different compared to the 1.14 AI.
EDIT: While I'm at it, some replays.
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ME-Refugees replay 20201111-130722.gz
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ME-Bone Tempest replay 20201112-104459.gz
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ME-The River of the Dead replay 20201112-120445.gz
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ME-Steel and Magic replay 20201112-125614.gz
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- Developer
- Posts: 1175
- Joined: October 13th, 2010, 6:14 pm
- Location: Hidden on the hex behind Fred
Re: Marbus’s Escape
Konrad2 is very polite in not mentioning who his anonymous helper is, so I'll own up to it. You can direct the blame my way.
I have in the meantime checked out the situation and can confirm that the retreating candidate action is most likely what causes this behavior in 1.15. So removing the CA as per the code above is one way of turning that off.
Also, when I talked to Konrad2, I had forgotten that there is another way. The AI's willingness to retreat is changed by the caution aspect. I noticed that you have caution=6, which is a very high value, meaning the AI retreats very easily. If instead you set it to 0, retreating should be disabled and the behavior should be much closer to that from 1.14. Of course, there might be other reasons why you have caution set to such a high value, in which case you may want to go with the removal of the candidate action as per Konrad2's post.
Edit: For (some) more information, check out the caution entry on the AiWML wiki page.

Also, when I talked to Konrad2, I had forgotten that there is another way. The AI's willingness to retreat is changed by the caution aspect. I noticed that you have caution=6, which is a very high value, meaning the AI retreats very easily. If instead you set it to 0, retreating should be disabled and the behavior should be much closer to that from 1.14. Of course, there might be other reasons why you have caution set to such a high value, in which case you may want to go with the removal of the candidate action as per Konrad2's post.
Edit: For (some) more information, check out the caution entry on the AiWML wiki page.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
Re: Marbus’s Escape
Is there any way to beat scenario "The Run of the Wolves"? I've even looked through the code, and found nothing.
- Jarom
- Posts: 88
- Joined: January 4th, 2015, 8:23 pm
- Location: Green Isle, Irdya or Poland, Earth - I'm not quite sure
Re: Marbus’s Escape
Try letting Kochan die, kinda like in Endless Night from DiD. Sorry, no other way.
Re: Marbus’s Escape
Ah. That did it, thank you.