[0.80] NPC Sovereign leveling choices make no sense

I have been playing a game over the weekend where I forced two enemy sovereigns to surrender.

The first had a background of summoner, but she chose the profession of warrior.  This choice makes no because she could gain access to any summon spells as a warrior.

Next was a berserker that gained more attack when he was hit.  When he is berserk he cannot access any spells.  His profession choice: mage.

I would suggest adding a standard script for each sovereign and matching a development pathway to the strengths of the original setup.

6,817 views 3 replies
Reply #1 Top

I agree totally with you. Sovs and even champions run by the AI are totally random, make no sense are are pretty laughable in combat because of this.

 

I've thought about having a standard script for them also and if that would help, but then you run into the issue of player made sov's. that the AI can use. I think the best option is probeblly to have a number of paths, maybe one or two per profession. Basically this would mean that when the AI first gets the option to chose a profession it would First pick a profession, for champs this could be hard coded or whatever, for Sov.'s either randomish or in cases dependent on background/traits I.E. all summoners and warlocks should be mages, then it would chose a path in this profession, randomly but influenced by traits. Thus a mage could have two paths, "summoner" and "caster" randomly chosen, unless the mage has the background summoner, or warlock, then he picks the path that suits him, then just have a scripted progression along that path that makes sense.

 

That really doesn't seem that hard to code into the game and while it would I suppose reduced the variation among enemy champs, every enemy caster you faced would be essentially the same, it would still be a whole lot better than the random mess we have now.   

Reply #2 Top

I have noticed from the ones that surrender to me they seem to have gotten to a very high level inexplicably (16) and all their level up choices seem either random or evenly distributed. It seems like they do a breadth-first traversal of the trait trees.

Reply #3 Top

AI shoud just minmax with predefined pattern, game anyway use static data for everything, for custom heroes, progression shoud be bound to starting skills, it's extremely easy to select proper path by switchcase.