[en] Edain Mod > [Edain] Discussion and Feedback
Isengard Concepts and Feedback
Gnomi:
Not on all maps... on fortress maps... ;)
The problem is the new system. And they don't attack as the gate is only attackable with siege machines... and so they only attack it with siege machines, that was the same in the vanilla game.
Spike9702231:
mmm if its the vanilla BFME 1 maybei never played but my bfme 2 expansion or not ennemies actually charge you on fortress too o.o and is there no way to kind of... make them aware they can use laders ? i don't no anything about programming so am not sure how complex it is i guess Ai are really complex but is there no way to make them aware that they really need siege to attack you ? and make em use it more ?
Gnomi:
In BfmE the AI works totally different - the programming of the AI is done via scripts, in BfmE II it's done with codes. So you can't compare the AI of BfmE I and BfmE II. Additionally BfmE I was made for fortresses as the two good factions always had fortresses on normal maps, while this is totally different in BfmE II.
Spike9702231:
oh i see thanks for the heads up ^^ think you guys will be able to make the Ai able to fight on fortress map ? oh and i got a crazy idea for ring wars Ai that retreats after a given time : is it possible to simply remove the retreat option for Ai in-games ? and leave it for the "risk-like world map" ?
Gnomi:
We don't know if we manage it and there are other things with higher priorities.
The problem if the AI doesn't retreat is that it will be even easier for the player as he can build up an army in the living world much faster and can destroy the whole enemy army, while the army can survive if it retreats... I know that it isn't a good solution, but the coding of WotR is a bit complicated and no of the two ways is really good and can solve all the problems. :S (and again - the wotr isn't one of our high priority areas.^^)
But if we have time and manage to create a good solution we'll integrate it.^^
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