


Instead, there are "skills" and the level of these skills help to offset "AI" issues and animation overload. And, if you want the unit to be "skilled" and demonstrate that skill with a side-ways attack to come up underneath your guard and skewer your skull through your jawbone, you've got to code that animation. In order to do that well, all the animations have to be loaded into memory. This isn't about "AI", it's about "animations." The game could "know" what parts of your body are not defended very well, but the game has to process animations for, sometimes, hundreds of units. (I wish they could have quarterstaves, instead.)īut, the reality is this - There are only so many animations that can be loaded up at the same time.

A peasant can use a club fairly handily, since that's what they likely deal with every day on the farm, or something like it, right? Plus, clubs are cheap and may be the only thing a peasant can really get to know how to use, aside from a quarterstaff. Every unit, from peasant to Lord, has such stats. The combat AI is balanced by Weapon Skills and other unit stats. In close combat most spear thrusts are useless. The AI has the same skills regardless of rank. In battle, I expect a master swordman to be blocking my hits and striking many times, however, I don't expect that from a farmer using a club. I mean, on hardest difficulty the AI is still easy. Originally posted by Nerevar's Butler's Brother:This is about how unbalaced the SP AI is.
