![]() When units with the Defensive setting are ordered to move-attack, when they discover a target, they move to attack as intended. AI can't read the blocking grid of features, meaning if features are blocking an area of the map with mine or utilities for example, the AI will keep trying to move through the features but can't.Ģ1. If the unit is selected and you press shift, the unit actually still has the order but won't act until ordered again.Ģ0. In addition, when large numbers of units move off-screen, some of them which presumably have pathfinding issues will stop and ignore their order. Units often pile-up behind each other and won't try to walk around the blockage. Unit AI has a high attack priority vs Walls, sometimes overriding tower or unit attack priorities.ġ9. The AI cannot accept or complete quests.ġ7. AI Heroes will still try casting spells when their spell-cool-down timer is in place.ġ5. The AI cannot upgrade Hydra Caves into Ice Caves or Fire Caves.ġ4. This can be seen in the campaign through the mercenaries they can obtain.ġ3. But if a non-neutral AI side owns them, then they will try to attack with them and send them towards the enemy. Souls are created belonging to the neutral side, who leaves them where they are. The AI cannot build Supply depots (although it is questionable as to whether the AI is actually affected by the population cap).ġ2. The Dark Dwarven AI can somehow morph their Wraiths into Shadows.ġ1. The AI cannot build Hovels (although it is questionable as to whether the AI is actually affected by the population cap).ġ0. Such as casting Poison cloud on constructs or units already suffering from poison, casting Entangle on aerial units or those already entangled etc, casting Resist Fire on units already affected by Resist Fire etc.ĩ. Units on a magic casting attitude will still cast their spells on targets that are immune to their spells. Units on a magic casting attitude will occasionally cast their spells before the target gets within range.ħ. Units set to "Stand Guard" will open fire upon neutral buildings within range.Ħ. Units set to a magic casting attitude (and those used by the AI) will cast their offensive spells against harmless animals.ĥ. If the AI detects a mine to convert but can't physically get there, the converter (usually their Hero) will move to the closest spot to the mine and just stand there until something of a higher priority becomes apparent.Ĥ. ![]() In most cases it wont even respond to them attacking their units, even if the unit in question is their hero and they are attempting to convert.ģ. The AI has very poor handling of neutral units. The AI can't detect neutral mines that have their full north side placed next to impassible terrain.Ģ. ![]()
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