This might be a repost... but after 4 pages I didn't see a similar idea so I think i'm safe for now (if not let me know).
Many people have been complaining about the AI in multiplayer games. Whether it be about them feeding... replacing humans... or the XP. So before my idea I’d like to at least recognize the other posts:
http://forums.demigodthegame.com/351936
http://forums.demigodthegame.com/351905
http://forums.demigodthegame.com/350940
http://forums.demigodthegame.com/350616
Ok, with that out of the way.
So my idea is for a simple AI behavior option for when ur in game. This mostly applies to multiplayer games but it would be nice to in single player as well. For example when u click ur citadel there would be tab at the top of the window. upon clicking this you would get a screen where all the AI players on ur team were listed with a drop box next to the name which would be their active behavior (probably by default a Balanced type behavior) if that behavior isn’t' working then by clicking on the drop box a list of new behaviors would appear allowing for you to customize ur AI so they are more effective.
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To shape my idea any more these are the behaviors I thought should be included:
Balanced - Basically what they do now... push when needed, capture when they can, kill if possible and run when dying. A simple behavior that allows the AI to decide for itself what it needs to be doing.
Offence - AI becomes more aggressive chasing down enemies and taking out structures. In this behavior AI's will ignore cries for help from other lanes and from the citadel so that it can focus on pushing the enemy base. Ai will no longer buy defensive Citadel upgrades like armor and money but will instead focus on its own offensive items and offensive citadel upgrades like blacksmithing and new units.
Defense - Ai is a lot less aggressive and will not chase enemy demigods as long as they leave your base. Behavior makes them focus on staying in base and defending the remaining structures. This might also include capture flags or fortified possessions. As for items AI will focus on armor and towers as well as their own armor and avoid offensive weaponry.
Flag - AI forgets the overall battle completely and is focused on capturing a maintaining flags around the map. When it comes to confronting enemy demigods the AI will only fight if it is to defend an already captured flag, when attacking captured flags they will only attack demigods if no other flags can be captured. Item build would be more towards speed and armor with no citadel upgrades. Also a focus on flag capture items should be emphasized
Structure - Similar to the offensive behavior except more specialized towards building specifically. When it comes to taking out structures the AI will avoid direct enemy demigod conflict unless unavoidable. Rather that AI will focus on taking out undefended structures. Mostly offensive items as well as offensive citadel upgrades also a focus on unit upgrades like the siege units.
Support - rather than go at it alone the AI becomes ur personal buddy, sticking close and supporting with demigod battles, structures, flags, portals, etc whatever it is ur doing. Behavior goes towards purely support type moves such as healing abilities, unites, auras, armor etc. Items are pure support as well with citadel upgrades focusing on demigod support such as money, experience, and death times.
Inactive - simplest of the bunch. AI will find its way to the healing crystal and will remain there until the end of the game. No items... no moving... no cididel upgrades. It will be completely useless.
Of course those are only a few examples of behaviors that could be created. More could be added in later patches as well as changed, tweaked or nerfed. If anyone has any other suggestions or even examples of how this might be better build let me know. Since I’m not a programmer or a dev I have no idea how the AI is actually build so some actual programming info might also be helpful. Thanx