Thread:FixSRwiki/@comment-46261745-20200802231427/@comment-26544499-20200804173257

I've never actually seen this code before. As I've said before, lots of the battle stuff is a mystery to me. It's also not something that I'd normally go looking for, because mastery of this stuff will ruin the game for you forever. Still, this'll be a good read. Thanks for digging it out.

As much as I like the idea of having an algorithm for easy mode and an algorithm for hard mode, do you really want to double your work? For the time being, let hard mode by your mod's, and let easy mode revert back to the old AI.

Be careful on the Remove Status stuff. It makes sense to remove a small number of buffs if the buff is particularly strong. For example, you don't want this fix to make the Takeda generals even more overpowered. I think the best idea would be to let the AI infer the power of the buff, e.g. by either recognising where it came from (was it Charge? Remove that. Did the commander start the battle with all four buffs? They've probably got a skill for it, meaning a good buff. Remove it. Did the enemy side start the battle with loads of buffs, implying a high Int Tactician? Remove.).

Time Advance is tough to judge. What matters isn't your current advantage, it's your belief that you'll be winning when the time runs out.

What's right/wrong to do with meter manipulation comes down to how you nerf it. In fact, can't that be said of all of these things? You'll mess up if you perfect the AI and then change all of its tools.

IIRC, Charge gives a bigger attack buff than other sources, so you might want to use it if your current buff is crappy. It's also a very fast move, so it sometimes makes sense to use it if you need to pass a turn, even if you've already got its buff.

You're right about how Youkai Ward works. Was it not in my list?

Time permitting, I'd happily contribute ideas and play test. But again, are you sure that it's wise to mod the AI before you've started modding the game mechanics and skills?