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So are there any traits/nations you've noticed that suit the AI well?
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When a computer opponent is configured for 'Defensive' the AI does seem to invest more wisely in province defense.
From my MP and SP games which included AI opponents I've noticed it's good playing early age Niefielheim. IF this AI opponent can survive until late game its mages will be casting battlefield buffs such as: Mass Protection, Mass Regeneration, Anti-Magic, Rush of Strength, etc., .
Unfortunately the AI lacks knowledge for equipping magic items. Even if it only knew how to equip magic boosters its battlefield and ritual spells would be greater.
The AI also has a huge weakness for sending its pretender into the arena death match. Any AI opponent should be banned from sending its pretender into the arena death match via the pretender tag.
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Sombre said:
AI can't really use blood properly.
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Unfortunately true, within DOM_2 it was possible to make them use blood efficiently via mapedit commands. The method was to provide blood income for a non-bloood nation, provide them immobile blood casters, then use the #startspell to specify which spells they can cast. Unfortunately #startspell is currently broken even tho it's still listed in the mapedit PDF.
The AI also isn't aware which ritual spells are a good investment and which ritual spells are a bad investment. One example is the AI opponent will still be summoning cave drakes despite it having access to mechanical men or living statues.
One problem I'm facing is that it doesn't seem possible to provide a commander/mage with only magic leadership or only undead leadership as it needs at least normal leadership of 10.
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There are lots of AI improvements which could be done, yet it's most likely too much work for Illwinter. Thus the reason modding for the AI turn should be made available via scripting commands. Yet even this task may be too much.