AI Tagetting Sequence
Posted: Fri May 22, 2015 12:11 am
Attacking:
Melee units:
1. Defend self
2. Follow orders
3. Take fastest route to keep
4. Take most direct route to keep
Archers:
1. Defend self
2. Attack enemy units in range
3. Follow orders
4. Take fastest route to keep
5. Take most direct route to keep
[Treasure Castles only]: (a unit must be adjacent to a treasure chest to acquire that as the primary target, but it appears diagonals do not count as adjacent squares, and units can only move diagonally when there are corners in their path to cut that are not blocked
Defending:
Archers:
1. Defend self
2. Target nearest catapult
3. Target nearest archer
4. Target nearest melee unit
Melee units:
1. Defend self
2. Follow orders (stay put or attack nearest unit in aggro range)
[side note]
(tunnelers and sally forth act with a limitless aggro range, and follow the same targeting sequence as archers)
Turrets: (both keep and place-able)
1. Attack nearest catapult
2. Attack nearest unit
Ballista:
1. Attack nearest catapult
2. Attack nearest unit
Bombard:
1. Attacks an enemy
[side note]
(It would seem bombards are more likely to hit units that are closer to them, and do not seem to target catapults, additionally it is possible for the bombard to hit absolutely nothing at all and this appears to be caused by it targeting a unit that is moving, but then moves out of the range of the AOE damage, also it appears that when a unit is targeted the projectile is launched in a way so that the unit is somewhere in the AOE range, but not in a way that the attack is always centered on the targeted unit)
Melee units:
1. Defend self
2. Follow orders
3. Take fastest route to keep
4. Take most direct route to keep
Archers:
1. Defend self
2. Attack enemy units in range
3. Follow orders
4. Take fastest route to keep
5. Take most direct route to keep
[Treasure Castles only]: (a unit must be adjacent to a treasure chest to acquire that as the primary target, but it appears diagonals do not count as adjacent squares, and units can only move diagonally when there are corners in their path to cut that are not blocked
Defending:
Archers:
1. Defend self
2. Target nearest catapult
3. Target nearest archer
4. Target nearest melee unit
Melee units:
1. Defend self
2. Follow orders (stay put or attack nearest unit in aggro range)
[side note]
(tunnelers and sally forth act with a limitless aggro range, and follow the same targeting sequence as archers)
Turrets: (both keep and place-able)
1. Attack nearest catapult
2. Attack nearest unit
Ballista:
1. Attack nearest catapult
2. Attack nearest unit
Bombard:
1. Attacks an enemy
[side note]
(It would seem bombards are more likely to hit units that are closer to them, and do not seem to target catapults, additionally it is possible for the bombard to hit absolutely nothing at all and this appears to be caused by it targeting a unit that is moving, but then moves out of the range of the AOE damage, also it appears that when a unit is targeted the projectile is launched in a way so that the unit is somewhere in the AOE range, but not in a way that the attack is always centered on the targeted unit)