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Dumb neutrals option

As it seems quite a few people don't like that neutrals are "smart" in battle, and I decided I don't want to disable this feature in a mandatory way (I really hate dumb enemies that can't think for themselves, it's one thing for zombies but everything else that doesn't have a rotten brain should be at least somewhat intelligent), the only possibility left is making it an option. Not sure if it's worth sacrificing one of the two unused slots in the game menu for this instead of more important options we might want in the future, but anyway...the question is, if such an option happens, what exactly should be disabled by it?

1. The AI moves randomly if it cannot find a target, to look for invisible units or avoid flyers ganging up on it all at once. (I think disabling this would severely break balance in favor of Sorcery, or anyone lucky enough to find Invisibility items. At the same time this tends to be the most time consuming and annoying feature in my opinion.)
2. The AI moves away from units if "avoid contact" tactic is selected instead of standing still and doing nothing.
3. The AI selects "avoid contact" tactic if the unit is flying and the enemy army is much stronger.
4. The AI selects "avoid contact" tactic if the unit is faster than the entire enemy army, and the enemy army does not have a significant amount of ammo left.
5. The unit moves backwards or forward before shooting or casting.

Or any combination of these. At the moment I see a very low chance this will be implemented, but it would be nice to know if it's one specific feature that's the problem or it's just the generic annoyance of not winning the battle/spending more time. Also include in your vote if you tried to play with movement animations off to make the game faster or not, and if it helped.

Also, if you feel something would be very nice to have in the game settings menu as a new option, do tell. I rather use those slots on something more useful that dumber AI, if there are better ideas. We have two unused slots afterall. (examining revealed that "Overland Spell Events" and "Summoning Events" literally does nothing at all. "Enemy Spells" and "Spell Animations" handle that stuff, they're probably obsolete options from earlier versions. So both can be replaced easily.) The existing new options are "Backup Saves" and "More Random Items" from me and "Revolting Raiders" plus "Monsters Gone Wild" from kyrub., as examples of what I think is worth a slot.
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1) an annoying feature that greatly slows down these neutral battles and its impact tends to be limited - a good one for a 'dumb neutral AI' option.
2) another fairly annoying one worthy of dumb neutral ai. If units are slow, it makes little difference. If units are fast, then they cant attempt to sneak in and gang up on more vulnerable player units. (see #3)
3) By far the most annoying associated with neutral AI. At the very least, they could gang up on a unit and severely damage or kill it. If you have an army of nothing but ground units, you already have the disadvantage of not being able to distribute your units damage. The one drawback to eliminating #3 involves ranged flying units that are super weak in melee (e.g. sprites) but it still fits the theme of guarding their territory at all costs.
4) very annoying, especially involving strong melee AI units.
5) please do not remove this feature for dumb AI - it's very relevant and always limited to about 4-8 turns.

Honestly, 1+2+3+4 would help a lot, especially if #3 is only limited to the weakest melee rating units. These features are really fun against enemy AI wizards, but they generally cause tedium (especially with the enjoyable unit animation turned on) and make no logical sense (why wouldn't neutral units guard their territory at all costs?)

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completely agree with zitro. i don't think #1 is doing much anyways. i once had an invisible unit and it was no problem to avoid the searching enemies. it was just tedious. depending on whats doable, an alternative for that would be to at least check (by cheating) if there are any invisible units and only apply this tactics for that case. an other alternative would be to restrict the search to 5 rounds and then end it if no attack has been made in that time. i also don't think the AI is ever successful at trying to avoid contact for the whole battle duration. it might as well stand still and wait for it's doom.

when i started playing MoM again (after at least a year or so) a few days ago, i had movement animations turned off. but i turned them on soon, because it seemed like i was missing information on whats happening during combat. the problem is, play with CoM is so much different, that i need to pay alot more attention than i used to in the original game, that i know so well. this is an issue that probably many people will have then trying out CoM. therefore i would not rely on turning off animations as solution.
dance!
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I've had multiple games where the neutral has completely avoided me (I like to play dwarves) including a fairly important lair where the unit running away was damaged death knights. I think this tactic is immensely helpful for the neutrals and makes choosing certain choices (especially slow ones) actually pay the price. Without this it's too easy to get early lairs/cities/nodes.
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(October 7th, 2016, 06:24)Nelphine Wrote: I've had multiple games where the neutral has completely avoided me (I like to play dwarves) including a fairly important lair where the unit running away was damaged death knights. I think this tactic is immensely helpful for the neutrals and makes choosing certain choices (especially slow ones) actually pay the price. Without this it's too easy to get early lairs/cities/nodes.

Agreed.

The only thing you listed, Seravy, that I personally don't like is #1, in the case when I don't have any Invisible units. I wish the AI could just know that I don't have any and couldn't possibly have any (yes! I want it to cheat in this specific instance!), but if there's no other way to tell it that then I'd rather the behavior was there for game balance reasons, like you say.
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