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Old January 26th, 2006, 04:11 AM
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Emelio Lizardo Emelio Lizardo is offline
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Default Re: Fix to TacAI Decoys

It would be wrong to place limits on unit size to cure one problem. The cost of the cure doesn't equal the benefit, if any. It also doesn't really cure the problem, as a squad can be reduced to a size of one low value critter by battle and still draw ALL of the enemy fire and melee units.

Basically what we are calling an 'exploit' here is a situation that is not believeable to us because we appreciate relative target values, as opposed to 'units' that simply do as their limited programming instructs. There is no 'awareness' of the general situation or even local circumstances.

There will always be some limitation to AI algorithms that can be exploited, but as long as it is universal (ie both sides can use it) it is simply a feature of battle. Admittedly not a believable feature, but then there are a LOT of features of this battle simulation that are less than acceptable. Target selection, unit orders and the algorithm for hitting the target square need dire improvements.

As example, a enemy commander insisted on running into my squad of 60 archers to commit honorable suicide. As he plunged into the group, did they oblige him? No, every archer who offered a knife for him to fall on was shot on spot by his fellows. I swear one archer shot himself rather than stab the commander. Finally, they ran out of arrows and had no choice but dirty their daggers on the poor fellow. In another variation of this theme, ineveitbably, as the enemy routs, my calvary hord takes its most casualties as it chases down the last remaining kobold and is slaughtered by my own archers who also happen to be targeting that same vary kobold. Basically, there are lots of times when archers or spell chuckers should refrain from tossing a load, or at least NOT targeting the front line, especially when the front line is, let's say, in the middle of a friendly formation.

Units that geefully follow hydras (and other icky-pods) just to suck fumes from their tailpipes, leap into magma pools, ignore high value targets to go beating on kobolds, queue up ten deep to wait their turn to fight in stead of swarming around or retargeting. The volume of problems is impressive. Well, that is if you compare the Dom II simulator to any comparable simulator as of 15 years ago. But if viewed as a source of comedy, it has great potential.

One problem is that area of effect for dropping a spell and throwing an arrow appear to be the same. Arrows have vector, so the should tend to drop short or long rather than randomly from a point. And this needs to be tightened up more, as the safest place on the battle field is usually the targeted square. It should be MUCH more probable that an arrow arrive at the target square than anywhere else. In compensation, I would allow units with shields to use their full defense value against the attack.

As for targeting lone kobolds by an entire squad, or even the entire army, this also represents a flaw in the limitation of orders. I should have an option to order my units to target large formations. It would then be a long time then before a single kobold becomes interesting to shoot at. A conditional order to allow fragmented targeting would also be useful.

Sadly, I also feel the need for an order that my ranged weapon units NOT target my own troops.
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