AI Coordinated Assault

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Author: Incata

Last revision: 6 Dec, 2025 at 21:47 UTC (3)

File size: 885 KB

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Description:
General description

This mod attempts to correct some inappropriate behaviors the AI displays in battle, such as sending its fastest and most powerful units directly into combat without waiting for the rest of its army.

Changes

17 types of units have been added to the list of flankers; in general, any fast unit in the game will now be used by the AI as a flanking troop. This will help solve the issue of generals committing suicide.

I’ve also tweaked the behavior of wizards in battle. I understand why CA made wizards on monstrous mounts engage in combat (it’s a bit sad to see them just standing there on their dragon watching the battle), but this often leads to their premature death. I’ve adjusted them so their combat style is not as direct anymore; now their fighting is less static and it’s considerably harder to take them down.

Comments and Frequently Asked Questions

Many of the comments and questions I receive are more related to the usual behavior of the game than to the modifications of this mod. I’m not going to explain how AI combat works because it’s far too extensive, but it’s important to understand that the AI has certain parameters, and these act depending on many factors. When someone says ‘this doesn’t work in this situation,’ it’s precisely because in that situation the AI decides to act that way. For example, the AI won’t throw its flying general to certain death, but if it’s taking heavy ranged fire, it might send them in directly—that’s a logical behavior. In a siege, for instance, it will send everything forward immediately because the settlement towers start firing almost right away.

Likewise, factors such as whether it is the attacker or the defender, who has more artillery, who has more ranged units, whether reinforcements are expected or not, if it’s an ambush or a siege battle, and many more, all condition its behavior. As I mentioned earlier, what this mod changes are basic guidelines, not the deep behavior of the AI.

Miscellaneous

I’ve read many comments and tested a lot more things since I released this mod, and I’ve implemented some changes. First, I want to say that no matter what I do, there will always be people who would prefer it to work differently. It could be polished much further, but that would require deep changes to the game, making it incompatible with many things (not to mention the heavy workload it would mean). So I’ve left the configuration at a middle point that should solve most of these situations, though not all. On the other hand, it should no longer cause problems on certain maps.ment is more noticeable than in others

It should be compatible with any other mod that adds units or modifies existing ones, I don’t know of any other mod that modifies this table.

If you encounter any issues, feel free to leave a comment.

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Revisions:

Old revisions of this mod are available below. Click the link to download.