While you're working on things fix the cannon AI.

Master Contrail Program

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Oct 1, 2016
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It's bad enough they have to be constantly corralled so they don't separate from their cover to shoot the ever-dangerous mills, but this idiotic behavior where they're the fastest thing on the map after a rally must be fixed. Nothing better than to see them rocket towards some farm, only to be picked off by some lowly garrison defenders, while the rest of my army, heavy cavs included, play pattycake at the rally point.

For that matter, if some British outpost archer is shooting them from 5 tiles away(cannons own stated range) why can't/won't they shoot back?

Obviously resolving the IC Errors are the top priority, but this ridiculous, suicidal cannon AI is long overdue for a fix.
 
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LexLoci

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Oct 13, 2016
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I'm sure we'll never get it but I'll certainly get behind the idea of platoons. Being able to group different task forces onto one flag would be a huge blessing. For whatever reason click and hold to deploy troops almost never works on my phone.
 

Bowmore

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I just had this happen in yesterday's war battle. 6 artillery go one way, rest of the army goes the other. I rally them together at a new spot further around the base, and guess what, after the meetup off go the artillery again with their own separate attack plan. And of course they wander right into the spikes and ambushes, never to be seen again.
 

Master Contrail Program

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Is this even on the "radar" Nexon? The most expensive and time-consuming barrack unit has the worst AI. If it says target priority: buildings, then they should shoot at the nearest building. Not this idiocy where they'll ignore all walls and defenses to shoot at whatever is the highest hp building for..........reasons.

Ju​​​st had six cannons roll between 3 towers and a cannon tower to go attack a mill behind a double section of walls. Of course they were torn to shreds while they were practically on top of the things shooting them.

For their cost and training time such behavior is inexcusable.
 
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Veldan

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Apr 7, 2016
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You seem to not understand the way the cannon AI works. You can plan for situations like the one you describe here. Cannons DO always attack the closest building. What happens is that when that building is behind a wall, they sometimes move around that wall, and that path could take them past defenses, which they will then ignore, because they're still moving to destroy the building they saw first.

It's bad AI, but it's also perfectly predictable.
 

Master Contrail Program

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Oct 1, 2016
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Y'know the point would be moot if footies and shooters did their jobs like the loading screen gleefully mocks you with.

Though if footies are "all" and cannons are "buildings" why are they routinely splitting apart, within seconds of being dropped, before any defenders spawn? Seems like if all buildings were weighted the same by the cannon AI that shouldn't happen.

It's pretty obvious cannons look for the highest hp buildings, logic or consequences be damned. I'm particularly thrilled when they do the inexplicable jockeying for position for a few extra seconds before firing, even though they're already in range. I like Civ 5 as much as the next guy, but there are no one-unit-per-tile restrictions in this game.

Hey, at least we can agree on the overall premise of horrible cannon AI, even if the nuts and bolts of it don't line up.

Have a good one.
 
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