![]() What’s more, the music, a lot of it remixed from past games in the arrangement, stays a feature. Warg riding Goblins and Elvish Crusaders all look and play in an unexpected way, including character and profundity. It does obviously change if you hand over control during a battle, since the AI would have started the battle differently.Like past games in the arrangement, Age of Wonders grasps the absolute best of its natural dream setting, creating its units and its reality with fondness and detail. That's why savescumming almost always has the same result, like that Engineer always making suicide to grab 2xp from assist damage. It also will never abuse the 5-round time limit, like moving your only T1 irregular all the way back in a city siege against three Lost Souls.ģ) deal the most damage in this round, if possible kill one target (may randomly ignore this though)Ĥ) if this isn't possible or seems to deal too little damage, advance to a better position and guard (unless the battle is futile, like those Scoundrels always go kamikaze)Īnd since the AI plays against itself by the same rules, the outcome is often predictable and reproducable. Note that the AI will never opt for staying back while just taking better positions, except in sieges where they try to stay behind walls unless being flanked. Yeah it isn't so that the AI plays deliberately stupid with your units.ġ) can i use support abilities? buff / heal / cast spell - top priority, unless the cast wouldn't prevent losing this round (like a Reanimator won't heal himself if he's alone and surrounded by 5 enemies)Ģ) am i defending in this battle? depending on the theoretical odds, decide wether the whole army should attack or stay on guard (extremely likely to attack regardless if taking damage from spells or artillery). Originally posted by Lunyicon:I have observed that selecting auto combat inside manual combat results in more units getting killed.
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