Re: Battle AI hooks
I doubt the AI uses a lot of ifs, it rather assigns priorities given circumstances and then takes the one with the best result.
Given that, whatever was suggested can be done by applying a high bonus to single target kill spells when facing one strong opponent. To a certain extent this appears to be implemented. The issue is finding the correct weighting. My suggestions for the two mod commands could address many problems.
Now, please, don't mix the tactical AI with the strategic AI (the one that does the turns for AI players), since they don't have much to do with each other. The AI is not aware of a concept like thug or SC. He does not try to optimise a build for MR, protection or defense, give it AOE attacks and necessary resistances while trying to stay economic. This part is simply missing in the AI code, unfortunately, As is the contrary, how to specifically create a task force to deal with deliberate opponents. Now, this is a completely different cup of tea, where even many human players struggle, and is far from trivial to implement at this stage of development.
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