You can select 1 poll option.
- I like the new (AoM Retold) AI vs the walls behavior
- I like the old/original AoM behavior of the AI vs the walls
- I would like to ask the devs to give us some middle ground - if that’s possible…
Original (old) AoM AI behavior
Video: AI vs walls - original AoM
In the old/original AoM, the AI always looked for a hole to get through and attacked the walls only if it didn’t find any.
AoM Retold (current) AI behavior
Video: AI vs walls - AoM Retold
In Retold, if the AI spots a wall somewhere, it actively sends an army to destroy it at the closest opportunity and keeps doing it if we rebuilt it. Not possible to make any kind of funnels anymore.
Middle ground - difficulty system expansion (to include Extreme and Legendary)
Middle ground could be whatever, but what exactly could I have in mind for instance?
Honestly, I would add both the new difficulty levels to the campaigns too - move the current titan to Expert, I would change the difficulty levels somehow like this:
- Story mode - the original AoM’s easy level moved here
… - Standard - the original AoM’s moderate level moved here
- Moderate - the original AoM’s hard level moved here
- Hard - the original AoM’s titan level moved here
- Titan - armies large something between the Retold’s titan and the original AoM’s titan level
… - Extreme - the current titan with the current (new) AI vs walls behavior
- Legendary - the above suggested extreme +allow the AI to rebuild the lost production buildings on all the campaign levels
Story mode, Standard, Moderate and Titan would use the original old AoM’s AI vs walls bahavior.
Honestly, I believe this would bring the best balance and possibilities and options even for those who liked the old AI vs the walls behavior.
In my opinion, something rly needs to change or go back to the original AoM AI vs walls behavior. Maybe the Retold’s AI behavior towards our walls is more challenging as a positive thing, but despite that it is still extremely too aggressive and the walls are like non-existent because wherever the AI wants to go, it gets there. And in campaigns we are often fighting multiple AIs with our usually smaller force, so we just can’t afford divide it well enough to cover all the possible AI’s access points. And without the working walls we can’t make any kind of funnel to ease the defense. The walls now work just as beacons of the enemy attack report and nothing more.
Apart of this and because of this, the campaign missions got generally harder as the AI armies are now larger and/or better upgraded than in the original AoM. It’s almost useless to even try to build a wall because one knows it will go down immediately as the AI shows up because of it. And the AI won’t leave out even a single bit of wall unless we have units on that very spot. If we have units very close but not right there, the AI still chooses to attack the wall instead of pushing on to the units - they have to be right there.
This is mostly the only way how the walls are in Retold somewhat useful now in the mission from the video - it’s annoying to be required to do this many wall layers, it’s stupid and very bad to look at. And yet the AI chooses that way .