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Kind of forces the player to not use any heroes in the campaign that causes a game over upon losing them. The ai seems to love running past everything if it somehow knows Stoutheart is in range and weaker. On her fourth campaign map on Overwhelming I had to opt to not use her entirely and sit her in the first town, as most of my game overs were the AI detecting she was in range through fog.
Hi! The AI's battle against neutrals is not resolved with the same quickbattles as your own battles. It would be too demanding and make you wait for the AI during it's turns much longer. That's why a different quicker method is used to resolve these types of battles. It should still give you similar outcomes to real battles, but what you describe seems like a true issue with this method.
Thanks for letting us know. Remember what the map was called that you played? Next time this happens to you, please report through the game's built in bug reporter (pres b+b+b). This lets us track down bugs much more efficiently.
Thank you for your quite frankly ridiculously swift response! I did not think this was a bug but rather an intentional feature, which is why I did not wish to use the bug reporter.
I figured the simulation was different, because it is much much quicker and very smooth, again kudos to the devs that worked on it because it's very fast, but yes these issues appear on many of the smaller maps, the tests I've done were on 'Calm before the storm', but I've also noticed the same problems on 'Divided'. Both are small maps with quick paths between the two main bases blocked by tough neutral camps.
I'd also highly recommend at least trying out 'scaling difficulty' options because they seem very promising from other games. It makes the difficulty curve so much smoother to have the AI gain their cheats gradually every 5 or so turns rather than all at once at the start.
The AI does not use the same fog of war as the player. They still have their own "fog" based on their exploration but it works differently, so you are right about the conditions not being exactly the same as for a human.
So the AI can be considered cheating, but to the AI, I am sure we are cheating ;). We are like trainable AIs with limitless potential to develop strategy. Jokes aside, we would want to make it truly equal in all ways, but the part with AI's vision has not been our priority. All I can say is, I hope this too has time and resources to be improved at some point.
Honestly I don't mind it that much. If you feel really annoyed by it, remember that this goes both ways, if you know they will attack your weak wielder, bait their army in and eliminate them with another wielder once they take the bait.
It actually happens on every map. I was thinking there's something off and was really curious about the mechanics behind it. Also I love to play with 300% mobs, but noticed a high difference between normal and worthy AI. At worthy, those fight begin to be absurd while normal AI can't beat them at all for a very long time.
If the wielder level would be higher with some tier three magic - ok, yes, doable. But you're absoulutey right that this can't be the case at the very low stages.
Fog of War? What's that?
Clearing neutrals and then rushing your main base the moment you step out? You can bet your ass they will do it. And then they will do it again.
Sniping your weaker heroes? Yup.
And the cherry on top, extreme levels of luck when it comes to Skill choice. I played Loth mission 4 on fair, it took me 3 ♥♥♥♥♥♥♥ armies to kill one army of Marsh Bulwark. Why? The bastard had nearly max melee/ranged/spell resistances. Good ♥♥♥♥♥♥♥ luck killing 3-4 such Wielders.
Basically, it's all about who can outcheese/outsmart the other "player". Rushing might work on smaller maps but on bigger ones I find sniping their cities, while 2nd Wielder hunkers down on your main base works great.
IF > AI
THEN > GIVE MONEY
and called it a day. Provide me one reason why I should support this design philosophy today, after 30 years of solid strategy tradition with both ups and downs (downs being this design philosophy, obviously).
I'm quite experienced in doing stuff like that. My latest project was an alternate AI for OpenXCom, which I also started out having to cheat but later replaced the cheating with memorizing where enemies were last spotted and sophisticated guesses where they could have gone in the meantime.
Here's my github of this project for reference: https://github.com/Xilmi/OpenXcom