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Post by CdrPlatypus on Nov 23, 2014 15:44:01 GMT -5
I don't know if this was a result of random behavior, but while in the vermin lair I just watched a ratkin army cock block itself epically. It had the chance to flank me in melee and back up both positions with ranged support, but chose to move a ranged unit in front of two melee units (who both still had full AP/MP into a choke point. Allowing me to ignore his plinking and continue to press forward to circle around their back, while trolling one unit at a time out of the side choke point that could have been used to out flank me.
Perhaps the code could be modified to prioritize enemy groups moving melee units before ranged units?
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Post by CdrPlatypus on Nov 23, 2014 16:07:53 GMT -5
fallen I meant to post this thread in wishlist so If someone could move it please...oops
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Post by En1gma on Nov 23, 2014 16:40:01 GMT -5
Lol, I want to see a ridiculous mode, where enemy archers re-distance, healing mobs move so to be most effective when healing/buffing. Every enemy would target soft targets before the harder to kill characters. Even if it isn't a mode after Nightmare, but a way to turn on an advanced AI... I know it probably won't happen with this one, but it would be awesome to fight against a truly cunning AI
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Post by CdrPlatypus on Nov 23, 2014 16:44:20 GMT -5
En1gma yeah I asked for that before, but their game design for HOS isn't set up for difficulty selective AI unfortunately. I'd love to see AI like that though. I vote for A NightTerror difficulty
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Post by fallen on Nov 23, 2014 19:26:57 GMT -5
Thanks, moved to the wishlist. Honestly, there are 120+ dungeons and thousands of battles in HoS. It is not surprising that based on random monster location, sometimes they are going to get in their own way. I believe the same thing may happen to your group from time to time.
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Post by CdrPlatypus on Nov 23, 2014 19:36:58 GMT -5
For me its just that looking at the board the enemy had a much better movement choice. This was a few turns in not just positioning at the initial break
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