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Autor Thema: Edain 4.5 and AI Balance  (Gelesen 673 mal)

The_Necromancer0

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Edain 4.5 and AI Balance
« am: 26. Aug 2018, 13:29 »
I’m interested in hearing what players that play exclusively against the AI think of the changes that have been presented so far. It’s no mystery that the 4.5 patch is meant to fix a lot of the underlying multiplayer balance issues in addition to making spellbook more strategical. But it is not to be forgotten that the majority  edain players play against the AI. Grouping it all in one thread would be a good occasion to discuss and debate over any aspects you believe may have impacted the AI experience negatively or positively.
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AulëTheSmith

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Re: Edain 4.5 and AI Balance
« Antwort #1 am: 14. Sep 2018, 01:42 »
Hey Necro  xD
I just remember that i wanted to give my feedback about new AI challanges but i totally forgot  [ugly]. The real life is absorbing me a lot in this last period.
I read once a statement of FG15 on moddb and i still remember it 'cause it perfectly reflects what i like to do the most in single player: there's nothing more fun than defending your castle against hordes of AI  :D.

Just few considerations about defence:

- i would start talking about fire arrows: now that are removed from towers it will be much more difficult to shield endless armies, but i like this change because it is currently not real and not funny. The bonus for the archers on the walls should also partially balance the absence of OP towers.

- AI Catapults should no more be such a big problem now that the ones in the castle have higher maximum range. Still, it could be tricky if AI starts spamming a lot of catapult outnumbering yours. Hence, the use of quick cavalry units in combination to other defensive options may still be necessary.

- i suppose that AI is not going to use siege towers or similar elaborated tactics therefore most of the battle will take place in front of the gate, as always. With the AI spamming a lot of battering rams (also trolls in case of mordor). For that reason too the archers will have even more a prominent role defending the castle gate, apart some new exceptions  like the really cool boiling oil of the Dwarves (I'm looking forward to burn hundreds  of orcs with it  :D :D). Will the oil be effective against battering rams too?

- About attacking AI fortress: well, the AI is not as badass as it is in storming, so once you turn the game on your favor (not easy at all against some aggressive factions in brutal mode ) the most funny thing will be using the AI as "cavy" to test all the multiple new offensive options   8-)

But maybe i'm wrong about some points, maybe Reshef is turning the AI in a new terrible besieger    :D. I think they just did a very good job with respect to the original game along these years. I don't know if it is possible to improve AI further in a significant way, after all BFME is an old game by now. Let's see  :)