June 28th, 2021, 16:39
(This post was last modified: June 28th, 2021, 16:40 by Seravy.)
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This "9 sprites" issue is recurring but no better solution was found.
Every unit is countered by something, of course if you have the right counter to sprites, they are super easy but that's true for other units.
In particular, the above mentioned bears are a joke if you bring a ranged army.
Sprites have a garrison priority of 20. Troll Magicians have 55. The AI would never pick Sprites over Troll Magicians when they have that choice, but that choice ONLY comes up if a 10th unit is produced or summoned in the city.
Magicians produced elsewhere will never replace the sprites unless some of them are killed and empty space demands a new unit to be pulled into the city.
Mixing garrisons up by making units that have too many copies in the city lose priority is easy to do and possible. I think it was already discussed years ago why that would make the AI weaker but I don't remember. Probably because instead of a well defined strength and weak point, a mixed garrison is just weak to everything. Use your spells to kill what your units are bad against and the units beat the rest.
Also, the matrix of results is rather straightforward here :
Defender Melee Loses to Ranged (can't stay behind wall losing defender advantage, wall gets in way of charging towards enemy)
Defender Melee Ties with attacker Melee (don't engage and let spells do the talking, as the human player you can do that better than the AI, especially having the luxury of picking units for your army that are most resistant to the enemy magic available)
Defender Ranged beats attacker Ranged (both glass cannons but defender has wall and fires first)
Defender Ranged ties with attacker Melee (either the ranged units can kill fast enough or the melee units reach and slaughter them, walls don't help)
So picking the ranged unit of equal strength is always better.
Mixed units work best if there are 1-2 melee units for the gate and 7-8 ranged. As AIs typically put 1-3 strong (usually high tier summoned) creatures in their garrison and generic units for the rest, this usually happens without any additional changes to the code although the strong unit isn't guaranteed to guard the gate or even be melee, some of them like a Great Wyrm will go on the offensive, others like Colossus might be ranged themselves but that's still good enough.