Follow-up Comment #3, bug #14076 (project wesnoth):

>'Just consider the next unit attacking in the same turn.'
note that, for AI, this weapon selection only takes place when the AI has
refused to select weapon (by passing -1 as 'selected weapon' to
execute_attack_action).
also note that, at present, we have no way of 'grouping' attacks from
'point-&-click' user interface.
Therefore, at the point where this weapon selection is made, it's not
possible to talk about 'next unit attacking at the same turn' - it is not
known at this point (of course, we can try to guess by looking 'which attacks
are available, but this complicates things, since the point of weapon
selection in src/actions.cpp is just to 'select a reasonably good weapon in
case no one bothered to select it'). I would prefer to keep that logic
simple, as its purpose is just 'provide a fallback way of weapon selection if
noone bothered to do it'.

> "In fact, the AI would not launch a suicide attack for naught, so it may
have queued another unit already. As a consequence, the defending berserk
unit will eventually die. But because of the current weapon selection, an
attacking unit died too."
This case must be fixed by AI actually selecting the weapon used during
attack analysis. The fact that it does not do this is a separate bug.

> "In particular, no need to introduce unit cost, since it is already taken
into account elsewhere."
Is it so for human attacks ? How is the unit cost taken into account in that
case ? Moreover, suiciding 9-gp goblin spearman (who, too, has both ranged
and melee attacks) with 37% chance of success is a lot better then suiciding
a 32-gp Dark Sorcerer with the same 37% chance of success.

> 'But there should be a conservative change to it, so that an attack of the
attacking unit does not become overrated when it incurs a berserk defense
(due to the defending unit necessarily having a nonzero chance of dying).'
What do you think about (in addition to considering unit cost):
 1) for human: lowering aggression of human side
 2) for ai: fixing weapon selection during attack analysis.

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