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Originally Posted by SteelPoet
I'd like to see the enemies show some self-preservation. Run when they know I could slaughter them.
At the very least the enemy who carry weapons should block.
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Considering you can beat every single one of them they all run away into the last corner of the map where you have to battle hundreds of them? Intelligent behavior is more than just reactions.
As for luring the chieftain back to the camp I wouldn't consider that a good AI either. I don't say make him follow you everywhere, but make him intelligent. If you had an army at your disposal would you walk into the enemy's encampment?
Basically I have to say that I did not yet witness intelligent behavior. I remember the devs talking about how the enemies behave different every time they spawn due to various circumstances. However all I found them doing is attacking depending on their weapons. If it's a bow they'll stand there and shoot, if it's not they run at you and die.
There are very few events when they will not run at you, which look very scripted to me. The first centaur camp in Helos for example. When you walk there for the first time a bunch of satyrs runs back to their camp. Ok good.. they saw me.. they went back and gathered there for my attack.. oh wait.. the scripting is done.. let's lure them out of the camp again in bunchs of two or three.
Don't get me wrong. I'm still all fond of the game and will buy the full version too. I just expected a bit more.. maybe it gets better in later parts of the game, but then again the AI definitely isn't that important to a game like TQ.