[AI Issues] Defeat and Loot, Move and Use Special Ability (like archers move and attack), and Allow AI Units to Break Melee Combat if Weak Unit is in Range.

Could you allow the AI to be able to both conquer a guarded location, and collect the reward, if it has movement points to do the latter?  Currently you can benefit from a peaceful AI's conquering and grab the item because it never collects the loot on the same day, and sometimes for 2 or so days afterwards.

Also, see the first reply.  EDIT: Subject expanded. =)

4,075 views 8 replies
Reply #1 Top

Similar theme to this, could you allow AI units to move in combat and THEN use a special ability, if it is helpful for the creature getting closer as well as using the special ability?

Also, if you are feeling devious, rather than an AI unit in combat to not move away from any human-controlled unit once it is next to one, for the AI to be able to break off melee attack with one powerful human-controlled unit to attack a low HP or low armor unit, if the AI thinks it has a good chance of killing it soon? ;-) =)

Reply #2 Top

Quoting StevenAus, reply 1
Similar theme to this, could you allow AI units to move in combat and THEN use a special ability, if it is helpful for the creature getting closer as well as using the special ability?

Also, if you are feeling devious, rather than an AI unit in combat to not move away from any human-controlled unit once it is next to one, for the AI to be able to break off melee attack with one powerful human-controlled unit to attack a low HP or low armor unit, if the AI thinks it has a good chance of killing it soon?
End of StevenAus's quote

I vote yes on these, especially the last note.
 
I will be happy (as I am being beaten) to see the AI take some units out of melee just to smash my 1 HP Spearmen, or those squishy Archers over there.
To start with, it doesn't have to be a perfect script, but if the AI is doing combat with a 20 Defense unit, and is within movement range of a 0 Defense unit, it should try to reach that squishie!.
Same line if there is two different 20 Defense units, but one is at 10% HP (and the other at 100% HP), it should try to move towards the 10% HP, but still end its turn in a position where it can make an attack!

Also the first post is a nice idea, but these feels more important to me :)

Sincerely
~ Kongdej

Reply #3 Top

Devs, what do you think about these ideas and others (and some bugs requiring fixing) that I've posted recently?

Reply #4 Top

Quoting StevenAus, reply 3
Devs, what do you think about these ideas and others (and some bugs requiring fixing) that I've posted recently?
End of StevenAus's quote

I think they want more money! :D Meaby a time machine.
I am confident they read these suggestions, but I don't think they have much to add, some of these items are probably harder (and therefore takes more time and money) than what you would estimate, and therefore is shelfed for lower hanging fruit.

~ K

Reply #5 Top

These are good ideas, and real AI flaws.

Reply #6 Top

Kill stealing is a pretty old tactic. :)

That said, I think overall, regarding all AI issues in general is that this stuff will just have to evolve slowly over time.  There is no substitute for it.

There will probably be a FE 1.4 but eventually new development will go into Legendary Heroes releases exclusively and then after that.

The AI in GalCiv II got to be so good because it benefited from years and years of work.  Even Civilization V has lots of code from earlier versions of Civ.  That's why starting these franchises is such a huge challenge. You are starting from ground zero.  

As time goes on, they'll keep getting better.  I think the AI in FE 1.3 is at a stage where it is pretty capable.  I see flaws every time I play.  But those flaws are increasingly less impacting on the overall win or loss, especially when combined with increasing the difficulty.

Reply #7 Top

So these suggestions, are they doable or not? ;-)  You said that you were neglected, here's a chance to change that. :)

Reply #8 Top

how about giving monsters more movement points around their lair and make them move back after a certain range so that they can't be kited away from their loot, or if they do get their loot stolen they have the move to force a fight anyway.