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AI combat discussion

I like Serena Wrote:Interesting!
I guess we still need to make this definite with a bit of dedicated research.

Your combat simulator doesn't have an option for "City walls" :P
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b0rsuk Wrote:Your combat simulator doesn't have an option for "City walls" :P

No, that is, not yet!
First I need to know how they work wink.
--I like ILSe
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1.40j is awesome! And now I wonder if: When a wraith enters AI capital or city the AI range attacks should shoot the wraith not the non-threatening undeads in its army and AI spells should focus on it as well -- if invulnerable guardian enters AI capital or city early on the AI should spend everything on disenchanting the guardian in one shot if they have disenchant. This would really hamper the 2 best (imho) 11 book strategies and improve the AI... and probably break something else! Again, thanks for 1.40j! Quite fun.
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In 1.40j it is easy to survive attacks from more numerous, superior AI stacks of equal or greater speed, by running away 50 turns. One way to solve this might be if the AI moved every one of its units toward the target every turn. Also, AI keeps all units at lowest speed of the stack in battle -- seems strange for invincible Chosen (speed 3) + his 2 spearmen to be held off indefinitely by a cavalry (speed 2) -- or even a single spearmen (speed 1). But maybe fixing *that* would break something else!
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coldsteel Wrote:1.40j is awesome! And now I wonder if: When a wraith enters AI capital or city the AI range attacks should shoot the wraith not the non-threatening undeads in its army and AI spells should focus on it as well -- if invulnerable guardian enters AI capital or city early on the AI should spend everything on disenchanting the guardian in one shot if they have disenchant. This would really hamper the 2 best (imho) 11 book strategies and improve the AI... and probably break something else! Again, thanks for 1.40j! Quite fun.

It wouldnt hardly scratch invulnerable gs strategy. When invul. gs comes even with 30 skill best AI could do is cast 15 dispel magic which has probability 3/8 of success. If it would work player simply cast invulnerability again. (improving from 22 to 24 costs only 90 mana.)
So this would yield only 15% chance of success
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Ive noticed that the AI ignores melee units that they consider to be "too strong" (e.g. a tooled up hero), and instead tries to run past them to get at squishy ranged units in the back. All this does is let me initiate melee with thrown/breath/first strike etc instead.
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neleai Wrote:It wouldnt hardly scratch invulnerable gs strategy. When invul. gs comes even with 30 skill best AI could do is cast 15 dispel magic which has probability 3/8 of success. If it would work player simply cast invulnerability again. (improving from 22 to 24 costs only 90 mana.)
So this would yield only 15% chance of success
If you have to recast Invulnerability, that means you don't get to cast 2x Healing.
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I have a proposal:


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If AI attacks a city, and no damage is dealt for 5 consecutive turns - AI should move a unit to city area and leave it there. To destroy as many buildings and population in the city as possible.
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b0rsuk, I like that proposal, but it will have to wait, I am afraid. Also, your "offensive" Transmute on Mithril seems great. It is somewhat too efficient, almost an exploit, so I am hesitant to put it in the game...
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Since apparently kyrub wants it here: while a smart AI might be nice, the minimum threshold should be not stupider than the existing AI, and the current Insecticide AI fails that test. In MoM combat, it is rarely worth running towards a distant target when a nearby target is available, particularly for units that have breath weapon, thrown weapon, or first strike abilities, and if for some reason it's actually worth chasing down that unit of archers, don't sit adjacent to my melee units when you do it (unless you have flight and they can't attack air. Then it's a great choice). The vanilla AI has a bunch of issues, such as combat stalls (cast prayer and suddenly the death knights just sit there two squares away for multiple turns while you shoot at them), but it's more likely to produce casualties in my army.

An actually smart AI would be more complicated, and possibly beyond the reasonable limits for what's doable by messing with assembler code, but some general observations:

First of all, I'm going to use 'first strike' to refer to first strike, breath attacks, and thrown attacks, and any other attacks that work better on offense than defense. 'Threatening' means the unit is a legitimate threat, ending up next to something that doesn't ignore armor and has less damage than your defense isn't a big deal.

Units with movement 1 will necessarily have to deal with first strike kiting; it's a flawed base mechanic. Short of changing the game rules so that units with 0.5 movement remaining cannot move (unless they're on a road?), or just increasing movement rate of most units to 2+, I don't see a way of fixing it.
Units with movement 2+ and first strike should avoid ending their turn next to threatening melee units without attacking. Using excess movement to wrap around and trap is useful. This does allow stalling a group of hell hounds with an infantry screen, but it's usually better than the alternative.
Units with movement 2+ should avoid ending their turn next to threatening melee units with first strike without attacking.
Melee units should try to attack if they can, unless available targets are mostly invulnerable, and should prioritize units with first strike and wounded units, but not to the extent of not attacking.
Ranged units should always act before melee units, and should target either enemy ranged units, or enemy melee units who will be attacked by my melee units. Note that for ranged, it is often more valuable to weaken units and let the melee finish them off than to actually finish them off. Other than that, it is usually desirable to hit units with a high ratio of offense to defense.
Ranged units with non-magical shots should save some ammunition for close range.
Units with regeneration are almost never a priority (having a half dozen cannons shooting at my death channeled troll shaman is funny, but not very smart of the AI).
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