Update of bug #14076 (project wesnoth):
Severity: 3 - Normal => 2 - Minor
Status: None => Need Info
Assigned to: None => crab
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Follow-up Comment #1:
the description of aggression in the wiki states:
'It determines how an AI considers the difference between its units and its
opponents by taking the value 1 - AI unit value in proportion to opponent
unit value. (''
so, to better align that description with current situation, it is possible
to 'weight' those chances to kill by 'unit value' (e.g., by unit cost)
chance_to_kill*enemy_cost - (1 - aggression) * (chance_to_be_killed*my_cost)
for example, Ulf cost is 19, Dark Sorcerer cost is 32, so this formula (at
aggression=0), will consider Dark Sorcerer somewhat more valuable than Ulf,
and consider melee only at 62%+ to kill. But, with aggression 0.5, Dark
Sorcerer's cost is effectively "16", so it will consider melee only at 45%+
chance to kill.
--
Also, is aggression=0.5 a good value for human side ? (basically, with
aggression=0.5, "sacrifice two units to kill one" is ok)
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Another (independent) way to fix this is to say that the formula of weapon
selection is inherently flawed when attacking berserk, as, it can be better
to attack the berserker at range (to weaken it) and then take berserker's
counterattack during next turn. So, if we take this 'next turn counterattack'
into account, we can get the 'modified' chance of kill of 'ranged now, take
counterattack next turn' sequence. Thus, ranged attack can get selected based
on this modified chance of kill
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