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Bard's Tale 2:
* At least in the DOS version, in the midgame to lategame, enemies seem to always attack before the party, or at least before the more magically inclined characters. (Not sure if monks, with their better initiative, can act before endgame enemies at typical levels and numbers of battles fought.) This applies even to special party members; the enemies all attack before the same monster, in my party, gets a chance to act.
* From what I hear, in 8-bit versions, starting in the midgame, your melee attacks always miss. You might be able to temporary fix this with spells (does the Melee March song help here? it does in the DOS version, which doesn't have this issue), but that means you need to use spells or items in every single battle.
* In at least the Commodore 64 version, monsters in your party will only use their spells and breath attacks if there are no enemies remaining. (Fortunately, neither the DOS nor the Apple 2GS version is affected; this also applies to the previous bullet point, above.)

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SultanOfSuave: - Any AI in a turn based game that has the ability to read your inputs, see your team and it's moves, held items, etc, when they have not yet been revealed, and act accordingly, taking them into consideration or deciding its move only after the player has decided. For example, something like the fan game Pokemon Rejuvination definitely does this...
Even if the AI is on the player side? I've noticed this with Dragon Quest games, where the AI would revive a character who got killed earlier in the round, or heal a character who was successfully revived (by an unreliable revive spell) earlier in the round.

(With that said, I think it's still fair for the akky AI to read your main character's input; after all, if you were controlling them, you would know what the main character is doing because you're entering the command.)

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SultanOfSuave: - In Fire Emblem, e.g. 7 or 8, in fog of war maps the enemy does not act as if its sight is restricted, and just knows your location.
At least it's possible to get revenge on the AI in some circumstances, using a glitch to force the enemies to use the "AI" routine that's normally used on the player phase (that is, you decide what the enemies do this round). In FE8, you can get monster-only items this way, and it can be fun to play around with it.

Although, there's another case where the AI caused an issue in FE8:
* I had a Wyvern Knight using dark magic. This isn't within the normal parameters of the game, and is only possible with the help of the control enemies glitch (or outright hacking).
* Because there's no animation for the Wyvern Knight using magic, the animation is disabled when such a unit uses magic.
* The developers *really* wanted the players to see the final boss's animation, so that forcibly enables animations, overriding the setting and the Wyvern Knight's lack of magic animation.
* The final boss attacked the Wyvern Knight on the enemy turn, forcing the animation. (In FE games, counter-attacks are standard, so my Wyvern Knight was going to counter-attack.)
* The game then tried to play the animation for the Wyvern Knight using magic, and crashed.
Post edited 19 hours ago by dtgreene
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Atlo: Also - your post made me want to either replay Hard West or puchase Hard West 2. :''D

2 of my 10hp characters vs 8 30hp enemies... or something like that... with no cover abilty...
The odds stacked against you is nothing new in tactical turn based games, but you either can revive your characters after the mission or the sacrifice is worth the gain.

Not in Mutant Year Zero! If a character dies it's game over and there's nothing to gain in said frustrating level!
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SultanOfSuave: Just bear in mind that Hard West 2 feels like a completely different game to the first, if that concerns you at all. And about Mutant Year Zero, I remember that game a little, and if I recall correctly, the intention was to produce a more stealth orientated tactical game, sneaking around unseen and picking off isolated targets before revealing one's position.
Something like that... once you fired your first shot it was combat time. So half the time I was busy playing a mini-stealth game to bring my chars in best possible position... and even that wasn't enough then!

Thanks for the heads-up regarding Hard West 2, it curiously was developed by a different studio, but I missed the sale by half an hour. =P

Back to replaying the original Hard West it is then. =)
Do have it installed offline, but would have to restart scenario for last level. I'll revive this thread in 2 weeks if the enemy does indeed cheat in the last level. ;)
Basically all older racing games. The 'rubber band' AI was a known trick to create an illusion of challenge without making the opponents unbeatable. So the 'AI' cheated by default in this kind of games.
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CthuluIsSpy: *snip*
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Atlo: *snip*
Hmmm, it's a long while since I played Hard West and maybe you both are right. Perhaps I should try the game again to test this.
Ouch, I also had a lot of trouble with "selective overwatch" in first Hard West. Still somehow finished the whole game, but it was tough.
At some point developer even provided option to "turn it off" for AI. But truth be told - it's a shame that there wasn't option to have it "turned on" for both player and AI.

1. One of the most annoying was (and is) Heroes of Might and Magic 3 - trick available only for AI with running away, but keeping whole army and being able to re-buy hero in tavern immediately. So the strict rule for all human players (you can either surrender and pay hefty sum for surving soldiers, only if other player will agree; or run away and lose whole army) doesn't apply to AI players. It may not be the only "cheat" of AI in this game, but it's probably most visible and annoying one.

Which makes me even more appreciate the Heroes 4 feature with being able to "kill" enemy hero on the battlefield (so he can't run anymore) and then put him in jail (so AI won't re-use him immediately).

2,Disciples 1 and 2 - hit & miss. It is to some degree smaller problem in Disciples II (partially because you can "evolve" your troops in bigger degree), but still occurs. Our soldiers are missing way often than neutrals and AI troops, despite of having exactly the same chance of hit. This may even cause to lose the whole battle, just because of excessive missing hits.
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Atlo: or puchase Hard West 2. :''D
Hard West 2 is great and is a more polished game, but mechanically it's more like your typical TBT game. They did away with the deterministic combat mechanics and made it more RNG based, with Luck now being a resource that powers certain abilities or increase hit chances.
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gamingrn:
I know I struggled with AI when I was younger playing Smack Down vs Raw and whenever I couldn't spam or squash a match, I would get irritated when I couldn't input any of my moves. Being bludgeoned to death by an overpowered Undertaker or being terrible at the submission hold QTEs. My childhood grasp at concepts did not allow for losing to be redeemable. So, I'd get salty and sulk, but it never got to the point where I gave up entirely.

One time that did happen was when I played a Buzzlightyear endless runner for the PS1. Which I could just not beat. My pitiful hand eye coordination as a child! I couldn't get past the second stage! Oh my god, I would replay the first few levels because of it. I liked the game. I was super into being a space cadet. But damn, once that triangle faced boss in the spooky level appeared-it was over for me. Even when I'd make it to the last stage, there was no way of beating the boss with two health points left.
To this day I've never beaten the game. Scarred from the stage hazards and clunky camera.
Every time I go looking for a new TTS model. Maybe I want the voice to sound like Klatt or DecTalk?