Intro:
This is an auto-battle system that allows you to control non-player figures based on their Character Traits such as Race, Class, and Personality.
Some Basic Rules That All Figures Follow: 1) All figures will choose to attack if they can. 2) All figures will choose to take a leaving engagement attack against opponent's figures 3) All figures will move their full movement while out of Combat, unless otherwise stated to enter a specific space or to Hold Position. 4) Figures will always choose to use their special power if they have the option, even if it is not favorable 5) If a figure has more than one special power to choose from, they will use the power that is statistically favorable to destroy its target. 6) Engaged figures with Flying will choose to "walk" instead of "fly" unless another trait requires they move to a place that cannot be reached without Flying. 7) Minions of Utgar will only use Utgar's Orders if they are not in Combat, and will always use Utgar's Orders if a Kyrie Warrior you control who follows Utgar is in Combat but the Minions of Utgar are not in Combat.
Rules for Placing Order Markers: These rules are designed to work properly if the order markers are place deliberately or randomly.
1) If a figure is in Combat, you must place at least one order marker on that figure's Army Card. 2) If Army Card # 2 is on Combat, and Army Card #1 has Bonding with Army Card #2, then you must place the order marker(s) on Army Card #1. 3) If all figures from Army Card #1 and Army Card #2 are not in Combat, and Army Card #1 has Bonding or Movement Bonding with Army Card #2, then you must place the order marker(s) on Army Card #1. 4) If there are 4 or more Army Cards with figures that are in Combat, not including Army Cards that will take a turn through Bonding, roll the 20-sided die to determine which Army Cards will have order markers placed on them. 5) If a Hero with 4 or more lives remaining and is in Combat, you may place 2 order markers on that figure's Army Card. 6) If a unengaged Hero with a Range greater than 1 is in only in Combat with figures with a Range of 1, you may place 2 order markers on that figure's Army Card. 7) If rules 1-6 have been met, you may place order markers on figures that are not in Combat.
Exceptions: 1) If the majority of remaining points on the battlefield are Samurai and/or Ashigaru figures and Kato Katsuro has not been destroyed, then place all order markers on Kato Katsuro 2) If the majority of the remaining points on the battlefield are Gladiator figures, then place all order markers on Gladiator figures. If Spartacus has not been destroyed, then place at least one order marker on Spartacus. 3) If the majority of the remaining points on the battlefield are Common Marro Squads within 12 clear sight spaces of the Marro Hive and the Marro Hive has not been destroyed, then place all order marker on the Marro Hive.
General Overview: Race- If a figure is not in Combat, but a friendly figure of the same Race is in Combat, then the figure that is not in Combat will move towards the friendly figure that is in Combat, while following all other requirements. Class- Determines for the most part how a figure moves along the battlefield. The requirements for a figure's Class hold a greater priority then a figures Personality (this will only affect Advanced play). Personality- Determines for the most part the way in which a figure acts in Combat.
Below I have two versions, Basic and Advanced. Basic allows for quick referencing, but will sometimes lead to figures making less favorable choices. The Advanced version gives the figures a little more intelligence as well as more variance to their play style, this will in turn make for less repetitive battles.
Some Defined Terms:
Spoiler Alert!
In Combat- A figure is in "Combat" with another figure if its combined Range and Move will allow them to attack the opponent's figure this turn. If a figure has been previously attacked by an opponent's figure, they are automatically considered in "Combat" with the opponent's figure until that figure is destroyed Advance- The figure will continue moving towards opponent's figures until they are in Combat with them. Unless otherwise stated, figures will move towards the figure that will require the least spaces to enter Combat. Hold [Position]- Once a figure has reached its selected destination, it will stay on that space until an opponent's figure enters Combat with it. Unless otherwise stated, spaces that provide Terrain Advantages will be selected to move towards before Holding. Terrain Advantages- Spaces that provide cover from Line of Sight, bonuses to Defense such as Shadow Tiles, or locations that will provide Height Advantage to the majority of the surrounding spaces are considered to provide Terrain Advantages. If a figure has a special power that provides bonuses based on the terrain, those spaces are considered to provide Terrain Advantages to that figure. Middle Path- When a figure moves along the Middle Path, they will take the shortest route with least resistance from to obstacles and terrain. Outside Path- When a figure moves along the Outside Path, they will take the route that provides the most Terrain Advantages, disregarding the number of spaces required to reach its destination. High Ground- When a figure moves towards the High Ground, they are moving to any location on the map that provides Height Advantage to the majority of the its surrounding spaces. Strongest (Attack Pattern)- The figure that is statistically unfavorable to destroy and/or wound. Weakest (Attack Pattern)- The figure that is statistically favorable to destroy and/or wound. First to Engage (Attack Pattern)- The figure that was the first opponent's figure to engage this figure. Maximum Range(Behavior)- When this figure is in Combat, it will move to the space that maximizes the required number of movement spaces all opponent's figures must move to be enter engagement with this figure. Move by Provoke Only (Behavior)- Even if this figure is in Combat with an opponent's figure, it will not move to attack that figure unless the opponent's figure has a Range greater than 1. Near Friendly (Behavior)- This figure will try to stay within (X) clear sight spaces of as many friendly figures as possible, where (X) is the number of spaces required to use its special powers that interact with friendly figures. Maximum Opponent Engagement (Behavior)- This figure will attempt to engage as many opponent's figures as possible, while staying within the limits of all other requirements. Assist (Behavior)- If a friendly figure is in Combat with an opponent's figure and in Combat with this figure, this figure will attack that opponent's figure, disregarding the Attack Pattern requirement. Maximum Friendly Adjacency (Behavior)- This figure will attempt to move adjacent to as many friendly figures as possible, while staying within the limits of all other requirements. Safe Placement (Behavior)- This figure will never move onto a space that will allow an opponent's figure to attack this figure on the opponent's figure's next turn. Finish Target (Behavior)- After this figure has attacked an opponent's figure, it will continue attacking that figure until it is destroyed, disregarding all other requirements. Engage Melee Opponents (Behavior)- If this figure is in Combat with more than one opponent's figure, this figure will engage the figure with the smallest Range while trying not to engage any other opponent's figure and staying within the limits of all other requirements. If there is a tie, then this figure will engage the nearest opponent's figure. Engage Ranged Opponents (Behavior)- If this figure is in Combat with more than one opponent's figure, this figure will engage the figure with the largest Range while trying not to engage any other opponent's figure staying within the limits of all other requirements. If there is a tie, then this figure will engage the nearest opponent's figure.
The information below is given in the following format:
Disengage: Indicates whether or not this figure is willing to disengage in order to meet other requirements. This requirement trumps all other requirements (in both Class and Personality) Squad Unity: Indicated whether or not Squad figures will attack the same target if there are more than one Squad member available to attack an opponent's figure. This requirement must be met over a figure's Attack Pattern. Squads with a Range of 1 will confer with their Attack Pattern to determine which opponent's figure they will all engage. If a figure has no Squad Unity, then that figure will attack whichever figure meets their Attack Pattern. Obtain Terrain Advantage: Roughly indicates whether or not a figure is "smart" enough to move to a space that will provide Terrain Advantages, while maintaining all previous requirements. Attack Pattern: If this figure is in Combat with more than opponent's figure, this will determine which figure it will attack, while maintaining all previous requirements. If and Attack Pattern is represented with a slash and two patterns, it means that if the first criteria cannot be met due to lack of certain opponent's figures, the second Pattern will be used (ie. Primary Target/Secondary Target). Behavior: This is a Personality's unique behavior. Most behaviors are defined above. Behavior is only subject to maintaining Disengage and Class requirements.
Valiant –
1. No
2. No
3. No
4. Strongest
5. Maximum Friendly Adjacency
Wild –
1. Yes
2. No
3. No
4. Nearest
5. Maximum Opponent Engagement
ADVANCED
Spoiler Alert!
Class
Spoiler Alert!
Figures must meet the requirements listed in descending order. With the exception of Disengage requirement, Class requirements must be held over Personality requirements. If a line says to move "along" or "towards" then that requirement is only significant outside of Combat.
Agent –
1. Will move along the outside path
2. Will move towards high ground
3. If this figure has the ability “Water Suits,” will move onto a water tile
4. Will hold position
Alphallon –
1. Will move along the outside path
2. Will move within 4 clear sight spaces of as many Agents as possible
3. Will hold position
Archmage –
1. Will move along the outside path
2. Will move within 4 clear sight spaces of as many wounded friendly Heroes as possible
3. Will move towards the high ground
4. Will hold position
Archer –
1. Will move along the outside path
2. Will advance towards opponent’s figure with Range of 1
Arachnomancer –
1. Will move along the outside path
2. Will move onto a shadow tile
3. Will move towards Arachnids and Drow
4. Will hold position
Ashigaru –
1. Will move along middle path
2. Will move towards high ground
3. Will move into clear line of sight of at least one Daimyo
4. Will hold position
Battle Mage –
1. Will move along the outside path
2. Will advance
Beast –
1. Will move along middle path
2. Will advance
Cleric –
1. Will move along the outside path
2. Will move adjacent to wounded friendly Heroes
3. Will hold position
Construct –
1. Will move along middle path
2. If this figure has the “Cold Healing” special power and at least one wound, will move onto a water, ice, or snow tile and hold position.
3. If this figure has the “Cold Healing” special power, will move onto a water, ice, or snow tile
4. If this figure has the “Water Mastery” special power, will move onto a water tile
5. Will advance
Cutters –
1. If a Squad member is destroyed, move to farthest space away from as many opponent’s figures as possible
2. Will move along middle path
3. Will advance
Champion –
1. Will move along middle path
2. Will move adjacent to friendly figures that are engaged to an opponent’s figure(s)
3. Will advance
Daimyo –
1. May use Kato Katsuro’s Command (up to player discretion)
2. Will move into clear line of sight of at least one Samurai Hero, Samurai Squad, or Ashigaru Squad
3. Will move along middle path
4. Will hold position
Darklord –
1. Will move along middle path
2. Will move adjacent to friendly figures that are engaged to an opponent’s figure(s)
3. Will advance
Deathreaver –
1. Will move along the middle path
2. Will engage as many unengaged opponent’s figures with a Range greater than 1
3. Will advance
Deathstalkers
1. Will move along the outside path
2. Will advance
Deathwalker
1. Will move along the middle path
2. Will advance
Devourer –
1. Will move along the middle path
2. Will move towards opponent’s figure with the most lives remaining
3. Will advance
Dividers –
1. Will move along middle path
2. Will advance
Drones –
1. Will move along middle path
2. Will advance
Duchess –
1. Will move along middle path
2. Will advance
Emperor –
1. Will move along middle path
2. Will advance towards opponent’s Common Squad figures.
Fighter –
1. Will move along middle path
2. Will engage as many opponents’ figures as possible without leaving engagement.
3. Will advance
Gladiator–
1. Will move along middle path
2. Will advance
Guard –
1. Will move along the middle path
2. Will move adjacent to friendly figure of same Race
3. Will move adjacent to friendly figures
4. Will advance
Hewer –
1. Will move along the middle path
2. Will move adjacent to small or medium opponent’s figures
3. Will advance
4. Will move adjacent to friendly figures who follow Utgar
Hive – N/A
Hivelord –
1. Will move along the middle path
2. Will move adjacent to Nagrubs
3. Will advance
Hunter –
1. Will move along the outside path
2. If this figure is a Hunter figure, will move onto a swamp water tile
3. Will move adjacent to opponent’s figures that are adjacent to other Hunters
4. Will advance
King –
1. Will move along center path
2. Will advance
Knight –
1. Will move along the center path
2. Will advance
3. Will move adjacent to other Knights
Lawman –
1. Will move along the outside path
2. Will move towards opponent’s figures that are adjacent to other opponent’s figures
3. Will advance
Lady –
1. Will hold position.
Leader –
1. Will move along the center path
2. Will advance
Lord –
1. Will move along the outside path
2. Will move towards non-Soulborg opponent’s figures
3. Will move adjacent to two or more opponent’s figures
4. Will advance
Major –
1. Will move along the center path
2. Will move towards the high ground
3. Will hold position
Marauder –
1. Will move along the center path
2. Will move within 2 clear sight spaces of as many opponents’ figures equal to this figure’s Lives remaining.
3. Will advance
Minions –
1. May use Utgar’s Orders (up to player discretion)
2. Will move along the center path
3. Will advance
Monk –
1. Will move along the outside path
2. Will move adjacent to as many opponent’s figures as possible
3. Will advance
Mount –
1. Will move along the middle path
2. Will advance
3. Will move adjacent to friendly figures.
Ninja –
1. Will move along the outside path
2. Will towards high ground
3. Will hold position
Overlord –
1. Will move along middle path
2. Will move within 3 spaces of at least one opponent’s figure
3. Will advance
4. Will move out of Line of Sight of as many opponent’s figures as possible
Paladin –
1. Will move along the center path
2. Will move adjacent to wounded friendly Heroes
3. Will advance
Predator –
1. Will move along the center path
2. Will move towards opponent’s figure with the most lives remaining
3. Will advance
Protectors–
1. Will move along the center path
2. Will advance
3. Will move towards friendly figures
Psychic –
1. Will move along the middle path
2. Will move within 3 spaces of at least one opponent’s figure
3. Will advance
4. Will move within 4 clear sight spaces of any Unique Hero figure
5. Will move out of Line of Sight of as many opponent’s figures as possible
Queen –
1. Will move along the middle path
2. Will move within 4 clear sight spaces of at least 3 opponent’s figures
3. Will advance
Raider –
1. Will move along the outside path
2. Will move towards opponent’s figure with most wound markers
3. Will advance
4. Will move onto a water tile
Ranger –
1. Will move along the outside path
2. Will move towards opponent’s Unique Hero
3. Will move towards opponent’s figure with Flying or Stealth Flying special power
4. Will advance
Rogue –
1. Will move along the outside path
2. Will move onto shadow tiles
3. Will hold position
Samurai –
1. Will move along center path
2. Will move towards high ground
3. Will move into clear line of sight of at least one Daimyo
4. Will advance
Savage –
1. Will move along middle path
2. Will move engage opponent’s figure that is engaged to other Savages
3. Will advance
Scout –
1. Will move along outside path
2. Will move towards high ground
3. If this figure is a Squad figure, will engage opponent’s figure that is engaged to a friendly Scout figure.
4. Will advance
Sentinel-
1. Will move along middle path
2. Will advance
3. Will move towards friendly Kyrie
Shadow Assassin –
1. Will move along outside path
2. Will move onto shadow tiles
3. Will advance
Sniper –
1. Will move along outside path
2. Will move towards high ground
3. Will hold position
Soldier –
1. Will move along middle path
2. Will move towards high ground
3. Will hold position
Sorcerer –
1. Will move along outside path
2. Will move within 8 clear sight spaces of as many small or medium Elementals as possible
3. Will hold position
Stinger –
1. Will move along middle path
2. Will advance
Tribseman –
1. Will move along outside path
2. Will advance
3. Will move adjacent to as many friendly Scouts as possible
Warden –
1. Will move along outside path
2. Will move towards medium, large, or huge figures
3. Will move towards high ground
4. Will hold position
Warhulk –
1. Will move along center path
2. Will engage as many opponent’s figures as possible
3. Will advance
Warlord –
1. Will move along middle path
2. If this figure is a Marro figure, will move adjacent to an opponent’s Unique figure
3. Will move adjacent to friendly figures that are engaged to an opponent’s figure(s)
4. Will advance
Warrior –
1. Will move along middle path
2. If this figure is a Drow figure, will move onto a shadow tile
3. If this figure is a Giant figure, will move adjacent to as many opponent’s figures as possible
4. If this figure is a Kyrie figure with a tricky personality, will move within 3 clear sight spaces of as many opponent’s figures as possible
5. Will advance
6. If this figure is a Kyrie figure with a non-tricky personality, will move adjacent to as many friendly figures as possible
7. If this figure is a Lizardfolk figure, will move within 2 clear sight spaces of friendly Lizard King
8. Will move adjacent to as many friendly Hero figures of the same Race as possible
Warwitch –
1. Will move along middle path
2. Will move adjacent to an opponent’s Unique figure
3. Will move adjacent opponent’s figures as possible
4. Will advance
Wizard –
1. Will move along the outside path
2. If this figure is an Elf figure, will move adjacent to as many friendly Elf figures as possible
3. If this figure is an Elf figure, will move within 3 clear sight space to as many Elf figures as possible
4. Will move towards high ground
5. Will hold position
Wyrmling –
1. Will move along the middle path
2. Will advance
Young –
1. Will move along the outside path
2. Will move onto a shadow or swamp water tile
3. Will hold position
Personality
Spoiler Alert!
The information below is given in the following format:
1. Disengage: Indicates whether or not this figure is willing to disengage in order to meet other requirements. This requirement trumps all other requirements (in both Class and Personality)
2. Squad Unity: Indicated whether or not Squad figures will attack the same target if there are more than one Squad member available to attack an opponent's figure. This requirement must be met over a figure's Attack Pattern. Squads with a Range of 1 will confer with their Attack Pattern to determine which opponent's figure they will all engage. If a figure has no Squad Unity, then that figure will attack whichever figure meets their Attack Pattern.
3. Obtain Terrain Advantage: Roughly indicates whether or not a figure is "smart" enough to move to a space that will provide Terrain Advantages, while maintaining all previous requirements.
4. Attack Pattern: If this figure is in Combat with more than opponent's figure, this will determine which figure it will attack, while maintaining all previous requirements.
5. Behavior: This is a Personality's unique behavior. Most behaviors are defined above. Behavior is only subject to maintaining Disengage and Class requirements.
Valiant –
1. No
2. No
3. No
4. Strongest
5. Maximum Friendly Adjacency
Wild –
1. Yes
2. No
3. No
4. Nearest
5. Maximum Opponent Engagement
PDF DOWNLOAD
Thank you to Warlord Alpha for a PDF verions of the data
Flame Gryphon
July 30th, 2010 02:59 AM
Re: Auto Battle System -- Based on Character Traits
I HATE THIS REP SYSTEM!!! You've got another excellent idea, and I can't rep it!:grrrr:
yagyuninja
July 30th, 2010 11:45 AM
Re: Auto Battle System -- Based on Character Traits
I have to post here, even though I don't have anything constructive to say. This just appears to represent such an incredible amount of effort that could be VERY useful if someone were to put together some sort of heroscape computer game (or computer player). Good job!
Warlord Alpha
July 30th, 2010 01:42 PM
Re: Auto Battle System -- Based on Character Traits
Yeah, this is quite honestly just amazing. And it seems like it could work with any Heroscape game, period.
Kaiyu
July 30th, 2010 10:34 PM
Re: Auto Battle System -- Based on Character Traits
Thanks to Warlord Alpha there is now a PDF version of this, so spread the love and give the man some well deserved +rep :)
Re: Auto Battle System -- Based on Character Traits
Awesome! I saw something like this before,(Squadscape? Hordescape? I dunno, but the title was something like that) But this is so much more detailed and cooler. If I can, You're getting my rep.
EDIT:NOOOOOOOOO!!!!!!! Stupid rep system.
Kaiyu
August 6th, 2010 12:40 PM
Re: Automated Battle System -- Based on Character Traits
It came to my attention that I had not made rules for placing order markers, so I did. They have been updated in the OP.
Warlord Alpha
August 16th, 2010 01:57 AM
Re: Automated Battle System -- Based on Character Traits
Didn't realize you had updated this. Here's a new PDF.
Kaiyu
August 16th, 2010 12:47 PM
Re: Automated Battle System -- Based on Character Traits
Quote:
Originally Posted by Warlord Alpha
(Post 1175925)
Didn't realize you had updated this. Here's a new PDF.
It has been updated. Thank you Warlord Alpha for your continued support!
Kaiyu
September 1st, 2010 09:26 PM
Re: Automated Battle System -- Based on Character Traits
Updated the PDF to include the rules for placing Order Markers. The download is also now available through the Heroscaper's server here.
Kaiyu
November 22nd, 2010 06:14 PM
Re: Automated Battle System -- Based on Character Traits
Updated the PDF to include Wave D3. Some typos were fixed as well. Most noticeably is...
Quote:
2. If this figure is a HunterMarro figure, will move onto a swamp water tile
mrcrimson
January 24th, 2011 12:51 AM
Re: Automated Battle System -- Update Nov 22 for Wave D3