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The AI has four difficulty levels: easy, normal, hard and extreme. Outside that, AI players cannot interact with each other, nor can they be interacted with. It periodically taunts the player, as well as it reacts to certain game events, such as taking control over a warlord, or losing one. The AI has limited interaction with the players. The AI is also told how many attacks/harassment attempts it requires before a siege is attempted. 100% is divided across regular troops and siege units, respectively. Instead of concrete group definitions, a Warlords AI has a list of regular units and siege equipment it can use.Įach unit is assigned a percentage ratio, which governs the composition of army groups and how frequently a given troop is used. Siege groups are generally larger groups that also feature siege weapons. swift units that combine cavalry and infantry.ĭepending on its decision, the AI sends out such groups to take over a warlord, harass the enemy, retaliate against provocations, or to siege a player.armored units that move slowly, but are harder to kill.light units with high speed and maneuverability.Depending on its available troops list, it composes a group of two or three unit types that well complement each other: The AI tries to build groups with increasing power and varying compositions.
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Units in offensive groups are never withdrawn. While each unit had been assigned to a select group in previous games, the Warlords AI does have a preference for keeping units in defense, until it determines that an offensive clan is to be sent out. The AI takes the clan philosophy from Stronghold Crusader 2 and assembles them dynamically. The AI is designed to be very flexible in terms of unit compositions and strategies. They will not repair buildings with the repair tool, however.
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It can temporarily halt production if it wants to free up population for other purposes, or when a building is attacked constantly. Moreover, the number of free peasants to keep and Fear Factor buildings are also customizable. It can be controlled what type of food and luxury goods can be built by the AI, separately.
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As the game progresses, the AI also replaces some buildings in order to upgrade them (such as hovels) or introduce new ones (such as diplomacy buildings). Naturally, the game prioritises wood production and farms early on, while quarries, mines and other producers are added gradually. It always composes a priority list based on its needs and adds buildings accordingly. The AI builds its economy based on hidden parameters. Each engine platform: fire arrow platforms, mangonel platforms, ballista platforms.Stone fortifications and turrets have their places that vary with each template: It is possible to toggle which defenses and military buildings the AI can build. Castles also have predefined building regions, which govern the placement of different buildings: farms, weapons workshops, civilian buildings, etc. Significant spots, such as unit markers, are still present in any template, which can be populated by specific units. These buildings however are not tied to any given behaviour, as the AI constantly evaluates its situation and adds the next step, if it sees fit. The AI's fortifications are built gradually, much like in the previous games. The following sub-sections cover all of them without precise technical info.Įach AI chooses one castle to build from a preset list of templates, which are defined by the core game. bik video from the most popular formats.Įach AI player has a behaviour definition covering various gameplay aspects in an XML definition file. Bink Video Converter can be used to produce a. These are included for each character and can be replaced as needed. Media files: Bink videos are used for interacting with the player.The AI can reference one of them, which has a blueprint for unit spots, fortifications, and buildings. Castle templates: There are several castle templates bundled in the core game.They also regularly reassign their troops and upgrade their building as they see fit.
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AIs build at their own pace, develop their military in a somewhat reactive way.