Gave a test with the v7 of
my save from the previous page of this thread and noticed it the loading time for the 1st AI turn is roughly the same as on that previous Brutal AI .
I decided to play out this battle to the end this time to see the AI behaviour and grouping attack
First as expected the turn time go lower as AI enemies are dying.
But in term of strategy while with the default AI the mission is still winnable, with BrutalAI that mission is pure impossible to win hell
I liked a lot the AI deciding to attack in group (and that's also make it insanely hard in this mission considering the very high number of AI troops)
with them outnumbered me by far it was really good strategy for the enemy to attack in group like that, as there's nowhere near the firepower to contain such a full scale assault before the enemies weapon tear your troops down .
I observed some of those flying enemies really liked to fly very high (i don't think the default AI fly that high) and drop the various type of grenades they were carrying. It's a funny equivalent to a bombing run with airplanes , though not much funny for my poor troops, fortunately with their good armor they managed to survive for a while that insanity.
I wish i had the better troops and weaponry from my current run with that mod, but even with those older weaponry it was very fun to fight what went from a hard battle in default AI into an impossible one with Brutal AI.
So as a conclusion, it's frankly great and defintively give the feeling the AI is actually attacking and move in squad now, but i guess it also mean some mods will have to tone down on the enemy number now (as those mods increased enemy numbers were to increase difficulty) but now it's unchained defeat masochism and pain
Will have to play without mods next time to enjoy fully how the battles go witha a bit less enemies.