They AI already focusses on quality, higher Tier Units, Transformations and enchantments.
Army Value/Risk Calculation has no impact on the actual battle, a auto combat is always played out in full by having both sides AI Controlled. So there's no approximation going on or anything and after the recent revert, no surprise buffs.
I don't see anything about an XP bonus.
They can build bigger armies, it's why they have a percentile increase in the Army value that caps them. The income also isn't just for producing units, the AI needs comeback potential which they lack if they're constantly producing units.
Couldn't agree more, specially about the cap never reducing, only ever going up.Capping the AIs army power relative to the strongest Human player just means it is hard to actively lose a game.
If you are playing alone vs AI and you lose an army, they won't take advantage of it to steamroll you afterwards.
Maybe the cap for the AI should only increase and never decrease? So they would only be 30% more powerful than your strongest historical state.
The question here is, why are you even making back up units?The issue I see with capping the AI based on the player's army size is, that it incentivizes the player to not build up backup units, as any unit built and kept in the rear causes the AI to build more units and throw them at the front.
Keep in mind that the AI will not start disbanding units just to reach the threshold, they stay where they're at until they start losing units. If it's winning combats it will just keep going, even if the player now has less Army Value.Also, keep in mind that the AI players may have vastly different military necessities than the human player. What if the human player starts in a somewhat isolated position underground and doesn't need to invest heavily into military early on? What if they invest into additional heroes to add military capacity? What if an AI has to wage a war against a hostile Free City - or what if two AIs clash? What if AIs have more cities and a larger territory to guard? What if an AI tries to go for some victory that involves stacks out of nowhere attacking - and the human player simply demilitarizes? Release a city or two as a Vassal and simply disbands half their army?
I like having uncommitted reserves in the back, so I can reinforce my frontlines where needed. In addition, they can deal with minor incidents like quest mobs, pillaging marauders or harass enemy troops that snuck by or simply attack from another side without having to recall a stack from the frontline.The question here is, why are you even making back up units?
I appreciate the feedback guys but this change has been in since the start of the Open Beta. Giving this feedback now is just too late, we can't make changes to AI Behavior anymore without risking upsetting the entire system and balance.
I appreciate how hard of a job it is to balance not just game stability but multiple play experiences for different players.I appreciate the feedback guys but this change has been in since the start of the Open Beta. Giving this feedback now is just too late, we can't make changes to AI Behavior anymore without risking upsetting the entire system and balance.
The question here is, why are you even making back up units?
Keep in mind that the AI will not start disbanding units just to reach the threshold, they stay where they're at until they start losing units. If it's winning combats it will just keep going, even if the player now has less Army Value.
I appreciate the feedback guys but this change has been in since the start of the Open Beta. Giving this feedback now is just too late, we can't make changes to AI Behavior anymore without risking upsetting the entire system and balance.
I wanted to stress that I agree with Leyrann and mean criticism the same way. I am very happy with the communication between dev team and the fans and I feel heard. Thank you Triumph for your interaction with the fans and all the work you put into the game.I'm not demanding everything is changed now, and I don't think other people are either. If anything, I consider every piece of feedback I give to be a general piece of feedback. If it can't be added to the coming patch (assuming you guys want to implement it at all), that's fine. It can go in the patch after it. Or even the one after that. Or whenever you guys have time to actually add it.
Don't stress too much. The game is already great, and you guys are already improving it at amazing speed! I can only imagine how enjoyable it will be several years from now.
Ok, that can happen. Maybe this topic should have been discussed earlier - in hindsight. Let's see how the new patch works out ... many good changes to look forward to. But I am worried about the reduced challenge though.I appreciate the feedback guys but this change has been in since the start of the Open Beta. Giving this feedback now is just too late, we can't make changes to AI Behavior anymore without risking upsetting the entire system and balance.
Yes, that makes no sense. These different starting conditions were one of the reasons I felt I was challenged. Now the challenge became less.As a byproduct, a cap based on the human player military makes map features like Pretender Kings useless - why start the map with a warring Triumvirat of stronger Pretender Kings, when they cannot make use fof their starting advantage, but instead have to wait with further arming, until the human player(s) are strong enough to compete?