Just trying to lay down the facts on AOM's unit AI. I agree with most arguments that Kaziglu presented, but to say that if counter-units attack their 'speciality enemy', will lead to 'over efficiency' is wrong. IMHO, It will only make the game more competetive. Anyhow to elaborate in detail: (Taken from a post of mine on MFO)
The issue is Unit AI. Not the 'computer player' AI, but 'individual unit' AI. This imo, is the most glaring and ruining factor of AOM. A fourth generation RTS, you expect Ensemble to have taken a step towards better AI since the AOE days, but sadly, they didnt bother. In all its clumsiness, the AI, i assume to keep CPU workload minimum, simply chooses to attack 'Nearest Target'. Irrespective, WHAT the target it. (As long as its an enemy).
Everyone safely agrees, that AOM, is less of a "micro" game, than say, WC3 is. Not just due to the 'Accuracy issue of ranged units' (discussed next), but also due to the Auto-special-attacks, not as "significant" heroes and lastly - the HIGH number of VERY SMALL, similar looking units.
Now in this less "micro" , "large army" environment, where the game is decided by WHAT and HOW MANY units are brought to the battle, rather than HOW YOU USE them in battle, its impretive, that the units be 'reasonably' smart in attacking enemy units. Here is where the game falls FLAT on its face.
People are saying, that "Peltasts and Slingers" are not doing what theyre supposed to. TRUE, but its not that the other units are 'smarter'. Since ALL the units use the basic 'Attack nearest enemy' script, All melee units 'seem' to work just fine. Even ranged 'attacking' units like the toxote/CArchers seem fine, since they are meant to be attacking units and they DO attack the nearest enemy.
Its when RANGED-COUNTER units, like the peltast and slinger attack the 'nearest enemy', which in all likelihood will NEVER be a Toxote/CArcher, that the public suddenly realize, GOD THATS A WASTE. Yes it is a waste, and yes the peltasts/slingers do become moot, since they attack hoplites and not the archers, but its not just THEM thats 'dumb'. All the units are using the same 'Attack Nearest Unit' script. So your hoplites will attack Hypaspists and not Hippikons, if the former are nearer.
Myth units too are effected by this issue. eg. Minotaurs and villagers/caravans. Attack a city and watch your minotaur do nothing but follow running villagers & caravans. They being the faster lot, it will NEVER catch up with them and it will NEVER attack the 'nearest unit'. (except the FIRST attack)
Instead once its acquired a target unit (using the 'Nearest enemy' script) it will follow it to hell and beyond, until it kills it. The 'Speacial Attack' scripts on MUs might be adding to this AI 'dumbness' (Headbutt in this case). Once the AI has selected a unit to headbutt successfully (remember its not a simple issue, the comp needs to calculate a VALID landing point before it executes the headbutt), and now if THAT unit moves, the minotaur will chase it all over the map, until it has 'Headbutted' it (recalculating valid landing points at every instant).
Moral of the story, fixing this 'unit AI', means OVERHAULING the game mechanics, which is not a 'patchable' change. So if people are expecting that in future patches, Peltasts/Slingers will automaticaly fire at Toxotes first, then theyre hoping in vain. Like all the 'strategy gurus' have already suggested, people will just have to learn to 'flank and pincer' with your peltasts/slingers.
[This message has been edited by sidgu (edited 11-10-2002 @ 11:35 AM).]