Just tested the last version in zombie mission, aggressiveness 2.
Works as intended.
BTW, in personal, I think BAI very much lacks Aggressiveness level between 2 and 3.
On level 2 units prefer to take keypoints, if no players units are known as possible targets. The next amount of turns they just wait, standing there.
Example: sectoids and aquatoids, known for their low melee, but available psi-vision (they see through walls within 20-30 range).
The weird things about the picture below:
- aquatoid stands in the tile near to exit, so reaction fire, if someone walks in, will result in misses due to OXCE close-combat mechanics;
- aquatoid with his vision of 25 can actually stay on open terrain, ready to react, beyond visibility of player units.
- once BAI holds all keypoints, there's nothing much happens. E.g. if player skips 10 turns in the closed vehicle, nothing particular.
Only when player unit comes to the place where it can be damaged, action takes place.
There must be something pro-active, even if potentially harmful to enemy units, but less suicidal than aggression 3.
I think camping AI is good, but again, what makes the game? Excitement of unpredictability. Whether it will do so or so?
What do you think? Still wowing for some randomization, this game isn't chess, for good or bad.
I am always interested in feedback as long as it is in accordance to my goal of making the AI stronger.
You can make such strong AI, that no one will actually play the game past first 20 minutes.
Think of mass market segment, not game for 3 geniuses around the globe.