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zoogWould it be difficult to post this table? If not, I'd like to see it for general knowledge.Perhaps it exists in PhysMage (though keep in mind that Fight Value is not the same as AI Value). It is definitely present in the game's text files (crtraits.txt). I won't extract and format a table right now; maybe someone else will do it. zoog
Wow.. but it seemed like all the tutorials emphasized - from a full stack.. that's seemingly how Craig's survival in Dragon Utopia with 3-5 wonders and slight attrition works, if you've seen it.
I haven't seen it. But I am judging by the game code, and there is clearly something specifically stored and accounted for regarding how many will die from a hit when calculating return damage. AI behavior is quite complex, and there might be some other reason. zoog
So the value of a strike (=number_of_creatures*Fight Value, right?) is a quantity that's essentially of the same dimension as stack damage?
Roughly so + accounting for a number of dynamic factors - spells buffing the stack and so on. Although FV isn't always proportional only to damage; it also depends on the unit's hp and other parameters (except speed) and abilities. And FV is actually proportional to the square root of the damage, not the damage itself. zoog
Does all the above-quoted mean "the AI doesn't like putting itself in a vulnerable position, especially under heavy fire"?)
In some sense, yes. But it is described more detailed there - exactly what it doesn't like to be vulnerable to. For example, if the player's stack can reach someone anyway, the AI doesn't consider putting itself in its way as something bad (since it would have hit someone regardless). zoog
Maybe you could also explain (while we're at it), why nagas move right up to units with 1 hp without attacking?
I don't know. I haven't seen that myself. It looks more like some kind of bug; I don't know what rational explanation there could be - I didn't find anything in the AI code that could provoke this.