This sounds too specific and too much like a "one person wants that"-feature to me. So I suggest to make your own fork and implement it like that if you really want it.
Hi Xilmi!
As you may remember, I changed my mind drastically from the first look while diving into the gameplay with BAI. Please consider this sincere feedback from the best fan with 6 years of time-to-time playthroughs of XCF and XPZ (this is not a bravade, I believe I could have done much better things than wasting time on it).
I think guy asks about something more broad than just one option.
The thing I noticed while playing XCF and XPZ with BAI for ~80 hrs - is lack of diversification of enemy strategies. Like, whoever you face on a battlefield, will be acting roughly same.
This makes BAI a bit less entertaining on a long run, because player has to keep focus more and, what is more important, sometimes exchange pawns to advance in combat.
Second thought, is that BAI works much harder than Vanilla AI. So, same conditions will result in drastical change in difficulty. What you have perceived as "challenge" with BAI becomes a very easy mission with VAI. That becomes serious problem, but I have an idea that will partially solve the diversification question:
That will be very deliberate of you to consider to implement random chance of BAI and VAI missions (if not mixing BAI and VAI troops in a single mission). But then, the difficulty level for VAI missions should be at least +1 more to player's option. The proposed options are:
- chance of VAI mission appear
- set VAI missions difficulty 0-4 (Personally I use pre-max difficulty for BAI gameplay, so expect VAI difficulty should be max)
That's it.
And then, you (or anyone who is able to) can proliferate any other mixed behaviors for races, ranks etc.
And, a gentle reminder for list of quality of life changes from the player's perspective:
- most casual players never go into code. That's why, I believe, it's better to take advanced configurations into options menu.
- zombies should play vanilla (sadly, XPZ and XCF have different mechanics - but zombies never take cover and hide behind the corners, as they are driven by either animal instincts or controlled by parasites)
- animals should play vanilla/max aggressiveness (random split), because they are not tacticians
I haven't added every single option to the units themselves since there wasn't really much demand for that feature until now.
There is demand and many other players watch into BAI to use it.
The only thing is it being more flexible and configurable for long runs, not to confront player's brain each mission, but time-to-time (and players/modders decide how often it should)!
Out of the topic, you did great job and we love you <3