The old one led to the AI being severely nerfed and playing a lot worse.
Well, it would have been comparable to vanilla AI on 40% random on the battle output, if not grenades.
60, 80, 100% randomness were completely useless options, in this regard.
I found it quite challenging to play SH/Ironman vs 20% random, which I switched to after some adaptation. And 100% intel is unbeatable in long term.
I would play vs 100% BAI on a map with unit ratio 1:2 - 1:2,5, but when it comes to 1:4 it is getting too troublesome. So dismission of this option solely affects SH players, while other difficulties are affected much less.
So,
- I would still leave it, but marked as *only 100% BAI reports accepted*
make randomness quantity more narrow, from 0 to 40, with increment 10.
- 20% means that 80 out of 100 still kill you, while 20 do things.
BTW, battle vs human fractions ends when ~20% enemies are left and leaders are killed.
- And while initial number of 100 enemies with even 40% randomness gives the significant push, further AI power dissipates quite rapidly. This is what I disliked, despite the good effect of few first turns.
A couple of options to maintain the combat potential of BAI in case of randomness stays:
- hard binding of random units (mean they are useless dummies until the endo of the battle)
- or decrement of randomness upon battle goes on: 40% in the beginning - 30% turn 3, 20% turn 5, 10% turn 7, min cap is selected by player.