Hey, Xilmi!
The latest release seems quite promising, but what do you think, is it still a viable idea to make BAI understand non-whole numbers to switch between two types of aggressiveness models? I mean, sometimes it is not just "camper" and "ambusher" roles that make pain-in-the ass. It's more about what you cannot expect from this particular unit. If "zealot" goes suddenly goes into "ambusher" state, it can make ppl thrill. As in the vanilla UFO game. Mysterious and new back in 1994-1997's.
In 9.1.0 there's a way for the AI to bump up it's current aggressiveness-level.
However, that's only done when player-units start panicking and is meant as a counter-measure to player just ending turns until morale has recovered.
That will, however, not happen when the mission is going well.
The idea of starting at a high level but lowering it, is something I hadn't thought about before. My main-assumption for using a high one is for players to first and foremost want the mission to end quickly and not caring that it weakens the play of the AI.
But from an immersion-PoV it would make sense to allow it to scale downwards if things are not going well.
Possibilities for changing the value are pure randomization (just roll every turn), weighted randomization (using the default value more often than other values) and based on the game-state. Morale seems like the most logical value to use.