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Runemaster is the best retort

I wasn't asking about AI targeting invisible units. That makes sense to me. I'm asking why the AI has the power to target Dispelling Wave on overland map tiles it has not explored or encountered, which runs counter to how the rest of the game works.
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Quote:I'm asking why the AI has the power to target Dispelling Wave on overland map tiles it has not explored or encountered

Because that's a thing that has never existed in the game. The AI does not scout tiles. It only marks cities as scouted or not, and in the windows version I think we also added that feature for nodes. For map tiles the AI never had scouting.
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Then why not make the AI actually have to scout? How hard would that be?
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(September 5th, 2021, 23:15)Anskiy Wrote: Then why not make the AI actually have to scout? How hard would that be?

Borderline impossible I would say, if we want it to be good and not exploitable.
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I thought that might be the case... what about checking a proximity to the casting wizard's nearest city or unit? If the stack being targeted is, say, 10 or 20 tiles distant from any of the AI's units or cities it's a good bet that it either hasn't been to that location or shouldn't be able to target it.
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(September 6th, 2021, 04:35)jhsidi Wrote: I thought that might be the case... what about checking a proximity to the casting wizard's nearest city or unit? If the stack being targeted is, say, 10 or 20 tiles distant from any of the AI's units or cities it's a good bet that it either hasn't been to that location or shouldn't be able to target it.

That should be easily doable. In fact I think it's a good addition to modding.ini to define such a range in the update after the current. I'll add it to my todo list.
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That sounds like a brilliant solution, I'm glad jhsidi thought of it. I bet it's going to make playing against AIs with stack targeting spells much less aggravating without cutting too hard into their efficiency.
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(September 7th, 2021, 07:02)Anskiy Wrote: That sounds like a brilliant solution, I'm glad jhsidi thought of it. I bet it's going to make playing against AIs with stack targeting spells much less aggravating without cutting too hard into their efficiency.

I agree, it seems a good solution. The distance could be specified as a parameter. It could be set to 8 or 10 as default.
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I really like the idea of a radius of defense as well for certain spells. It's a great concept, intuitive and feels like what a player would do.
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