This is the last reference I can find in the change logs regarding battle AI changes:
Code:
Patch 5.73 not savecompatibel to older betas
-bugfixing anfd little changes
- accelerated campaign turns
- added penalties -10, -20 gov_points for offensive_to_nobles, inspire_civil_war traits of the factionleader
- added boni +1 gov_point for ancillaries: ring, coin, key of the governors
- fixed crashes: dungeon, sardinia, 100 gov points
- some new Tokus Graphics
- more historical decriptions: thanks to Hekk
- more fire, explosions, dust,
- included Real Horses 1.0: thanks to Argent Usher
- 3 piece artillery: thanks to Furin
- reduced cavalry spread
- fixed 5.6 bugs: education, units thanks to Dave Scarface, names,...
- Crimson Tide Bloodmud-mod 3.0 (partially): thanks to Magus
- reduced unrest effects of jewish temple and requirement for merchants: 3,5,10,15,15 %
- changed Campaign\Battle AI parameters
- new pics for: well, synagogue
- extracosts for besieging a fort in home territory: 1000 Fl.
- new punishment buildings: dungeon->execution place->torture chamber (only in metropolis settlements)
- refined hording: thanks to Furin
- added fieldcosts for diplomats\princess: 300 p.turn in enemy land
- 2 orthodox monk groups: Cenobitic Monasticism (=dominicans), Hesychast Monasticism (=Fransiscan) + buildings\traits
- 2 islam priest groups: Sunni (=dominicans), Sufi (=Fransiscan) + buildings\traits
- changed garrison script: faster, only player-AI not AI-AI, only every 10 turns possible
- deleted vanilla custom campaign
- included warhorn sounds from BBW Mod
- reduced population requirement for huge cities
- big stone castles for greek and middle_eastern: thanks to Agart
- 2 rank point systems : governmental + military
Repman,
I really like this AI, it's doing some really good things I like to see...( Flanking, Covering Archers)... There are even less problems with charging enemy generals...But it seems we are still getting some battle freezes with Unlimited Men On BattleField (Multi Stack AI reinforcements)......Not sure how you want to deal with this..but thought you should know as that kinda thing tends to upset people. Maybe People should leave unlimited off for now? Or use other AI if they are going to use that feature. I know this problem is a little hard to track down as it doesn't happen in the game often thus not a lot of reports....and who wants to go back and do a "trace" error if it's going to force them to reboot their computer a second time!
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For everybody playing....Have you experienced these freezes with multi-stack AI Reinforcement battles? If you are using alternative AI....What is it and how is it performing? It would be very nice if we could get to the bottom of this for the official 5.8 release! As multi-stack battles rule!