Thread:FixSRwiki/@comment-46261745-20200802231427

Currently digging through the enemy battle AI - int 合戦敵_行動選択(int n武将番号)

Was thinking this was something you've probably thought a lot about, so was hoping to get your thoughts on changes that could be made.

One thing I'd like to do is create 2 separate algorithms and use one for easy mode and another for hard mode. One thing I'm trying to do is to make hard mode less dependent on simple troop counts and invasion multiples and other strongarming, and actually make hard mode harder because, well, the enemies are smarter...

On the flip side, being a bit more noob friendly in easy mode seems reasonable too.

The ones that I have my sights set on are for hard mode:

- prioritizing killing a troop over things like remove status

- prioritize surviving as footsoldiers in the frontrow when non-footsoldier allies still alive in the backrow instead of attacking

- Only using time advance skills if they actually have an advantage

- Prioritizing meter manipulation tactics if available for tacticians and they are either a) near the end of the battle, and their manipulation will make a differrence, b) they still have many allies active, not yet decimated

- Not using things like charge when they already have an attack buff

- Not using moves with time lag if they can't do it within the remaining time

Othe suggestions that come to mind? 