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Old February 9th, 2005, 08:31 AM
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Default Tactical AI improvement

TACTICAL AI

Two suggestions here:

- Allow a setting (perhaps in the Troop screen, if this is to be kept) where commanders can tell their troops what to do when their enemy routs. The default could be “normal”, which is as it is currently now in dom2 2.14: slaughter the routing enemy as you see fit (kind of distasteful to me, but who cares). There could be 4 options: Default, Ranged Only, Melee Only, Self Defence. The last option would leave the victorious attacking troops in a position to let all enemy troops rout except those who are either berserk, immortal in their own dominion, have no free path to rout (and hence attack the victorious survivor). One could also call this option “merciful” for RPG purposes, or whatever. The second option would have the melee troops return to their original positions and have only ranged firing units and spellcasters continue to cast spells; the third option will disable archer and spellcaster fire and let the melee troops mop up. The first option could also be called “slaughter” if you wanted. These options would, at least, help reduce friendly-fire casualties, as well as being halfway “realistic” and allow for RPG-immersion for those who care.

- *IF* there is to be no “spell selection” tac-AI improvement of the type “give this spell high priority” and/or “never cast this spell”, then flag each existing non-ritual spell with one of the following type of spelltypes:
#spelltype summon
#spelltype damage
#spelltype debuff (this could also include anti-haste spells which freeze, etc.)
#spelltype selfbuff
#spelltype otherbuff
(these could conceivably be differentiated more: buffarmor, buffresistance, buffother, etc.)
#spelltype heal
#spelltype whatever
Then, commanders could be given one “mentality” type to cast: summon, damage, buffarmor, heal, etc..., once their script runs out.
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