Thread:FixSRwiki/@comment-46261745-20200903015444/@comment-46261745-20200909130328

Thanks for those notes!

My first instinct is that making pursuit battle work for the AI shouldn't be that difficult. Would just be a matter of copying whatever is actioning for the player to the IA side.

As for the limit on 2 losses, that was something I had in the notes to change, but hadn't gotten around to it yet. What I had written was that it doesn't work on 3 or 5 star difficulty, or for demon army (they will ignore 2 losses, since they always come last). But I haven't done this yet, could also do something like after the first loss there's a 50% chance of it registering as the first loss, so you'll never know if it was 2 or 3 losses necessary to stop the attacks... of course, you could just continue losng until no more attacks come) - just make a coin flip after every loss that determines whether to stop attacking or not, or after 2 losses, there's a coin flip on future attacks, instead of cancelling them altogether, or other things. Thoughts?

I have been doing things in the battle assignments functions, because I was trying to figure out how to reduce scripted enemies to average troop count as per the other isse you had highlighted. I don't thnk it would necessarilly be too hard to change troop assignments, but every new change does add up.

I'll leave all this for after the initial version at any rate, so no particular rush.