sphere
Grandmaster Knight
Caba`drin said:motomataru said:Now as far as TROOP level AI switches, this would involve more thought & effort & a troop slot...
Maybe it wouldn't need a slot...might a caveat in cf_valid_formation_member that, by troop ID, makes it so bandits (and perhaps green recruits) are not valid formation members work?
imho, bad idea. troop is just a template for agents for non-heroes. Anything that troop have should only be taken as sample or average for armies using that troop. Using the information can be tricky. e.g. faction of a regular troop could be the ORIGINAL cultural faction of the troop, not necessary that the agent based on the troop is fighting for that faction.
A better way is to deal with this at party level. i.e. best if the overal strategy capability and preference can be set/get from party level. Then can have better control. e.g. usually bandit parties are unorganized perhaps due to the fact that they don't have the capability to choose a strategy, so they do their mad rush. But say if some mod introduce some bandit king (hero), then the bandit party : same party type etc, but now lead by hero, will have slots set so that capable of some strategy which can be determined by hero's tactics skill + army's penalty/bonus (e.g. bandits and outlaws may have penalty on hero's skill due to being unorganized. whereas some very organized troop type may give a small bonus, and will actually be capable of some strategy (translate to some formations accessible) even when not lead by hero.
In short, strategy (includes formation chosen if any), should be a function of the party's capability as well as preference. The handling should best be common for all party types (adjustable by slots or default values), instead of hard-coded for specific troop/party types.