How well does AI handle Commander/Healer units?
I never played with unit types which main function is to command/support more than a single allied unit. I only used support attachments in a 1:1 ratio to gain a bit of a scissor-rock-paper element (vs enemy) and more army structure depth (allied).
Furthermore i dont know how AI will work with a unit that is only there for commanding/repairing purpose while beeing weak in combat.
I do indeed have experience with repair units, but those are just normal combat units with the additional option to repair allied 2HP units. Just think of Mechanized or Motorized Infantry which can repair Heavy Tanks or so. Nothing problematic at this type of repair unit.
But then i want to have the following ones in another scenario:
2 Examples (att/def/mov)
Centurio (?/?/1) support to 10 other allied units
Medicus (0/1/1) repair/heal
Does anyone have experience how the AI will play with such units? The Medicus should obviusly not be a cheap unit to buy in masses. There should be only one or two handfull of those roaming around.
The centurio i even cannot get my head around if it should be a weak unit or a strong one in combat (att/def).
And i dont know how i would value such units PU-wise.
If there would be strange and unbenifical aspects of such units existing to be played by the AI, i would rather end up with only selfhealing/repairing and no command unit at all.
@TorpedoA I think you could play with these factors (non-combat traits) by specifically attributing PU values to the unit in the XML in the unit attachments.
I have a base infantry unit which looks like this:
1/2/1 (att/def/mov) = 4 PUs
This unit is actually by baseline combat unit.
The healer unit would be:
0/1/1 or 1/1/1
Now, if i understand you correctly, you say that i just have to experiment around the PU-cost of the healer unit to get the situation where the AI starts to buy this unit occasionally?
If not, and i have doubt that the AI will buy it at all eventually, i already have a idea if that doesnt work.
I will just then purchase it for the AI by trigger.
I hope i didnt missunderstand your answer.
TheDog last edited by
look at my xml code
it has Commanders 1/1/2 with 10 command for 14 PU
and Necromancers 1/1/2 with 5 Command for 10 PU (also can produce units)
The AI buys both and as Hepps said it is down to the correct PU value.
For the Command part see the supportAttachmentCommander section line 2134.
@TheDog Awsome, thats exactly what i was looking for.