Topic: Chasing down that last bandit archer

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  • #3906
    mrbunnyban
    Participant

    Please tweak the AI of Bandit archers just a wee bit: When Enemies can reach him in one turn, take a quick shot then move away. Do NOT spend the whole turn moving away.

    I can’t count how many times I’ve wasted round after round chasing after that lone bandit archer to the edges of the map until he gets stuck on the border and only then my troops finally take him out. I know you want the game to be challenging, but this is just tedious. Battles is the core of your game; please don’t make the battles tedious.

    #3911
    Sky
    Participant

    Agree, usually it is silly to chase the last archer or two. But sometimes they do tend to kill off a pursuing brother. I’m all for shorten the chase.

    #3915
    GOD
    Participant

    I thought they already tweaked this by making the last survivors more agressive? Catching people has been far easier than it was in the demo. As for archers, it makes sense for them use hit-and-run tactics. Just wait until the Goblins get introduced… :P

    #3929
    Xizzie
    Participant

    Usually if the archer starts fleeing and doesn’t shoot, a brother can easily reach him and just kill him in meelee. The problem is that, even though easy, it’s really boring.

    I believe a good solution would be that, if there are only archers remaining, set them to just move and shoot. This way you can reach the archer in max 2 turns and the battle won’t turn into that endless and boring chase.

    #3941
    mrbunnyban
    Participant

    I thought they already tweaked this by making the last survivors more agressive? Catching people has been far easier than it was in the demo. As for archers, it makes sense for them use hit-and-run tactics. Just wait until the Goblins get introduced… 😛

    I’d argue the current AI makes the experience of chasing them down less immersive, not more. What usually happens isn’t a case of hit and run; instead, the bandit runs away at tops speed, not taking a shot, to the edge of the map and then only finally stops moving and starts shooting anyway. If the bandit took a quick shot and then moved instead, we don’t have to be reminded that there is an artificial boundary to the battlefield.

    Edit: Holy, that smiley face exploded!

    #3955
    Sky
    Participant

    I’d argue the current AI makes the experience of chasing them down less immersive, not more. What usually happens isn’t a case of hit and run; instead, the bandit runs away at tops speed, not taking a shot, to the edge of the map and then only finally stops moving and starts shooting anyway. If the bandit took a quick shot and then moved instead, we don’t have to be reminded that there is an artificial boundary to the battlefield.

    Exactly!

    Unnecessary running around when the battle is already over is pointless and sometimes frustrating in forests. If the archer would not run to the battle border but instead simply surrender or run away ending the battle but not giving loot or exp, it still would be fine imo.

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