It's amazing how _quickly_ you get used to the filters and actions...
I was trying to manual copy over an AI to my original account on my laptop (which is only level 2 right now... so it lacks most of the action filters...)
I've already said this... but the more limited the programming at lower levels, the more self-fulfilling the experience of "this can't do much, that's it, but I wanted my AI to do X Y Z"
Yes, It's a balancing act of simpler UI and experience, and recognizing that folks who 'get the bug' will likely end up frustrated if they need to 'grind' frequent losses for higher points, especially against players who have those abilities.
I didn't realize how much of my 'simpler' AI (no tags, no special classes) wouldn't port over... No "is being attacked' or "is attacking" for example.
I'm curious how my neutered AI runs.. we'll see if it limps along enough to gain the points so I can go back and put back in the filters I stripped out. (it didn't... I fell back to the previous AI I was running, figuring it'll at least win occasionally... It's amazing how much the action filters change the AI... even though my previous AI and this one share major design similarity, merely missing the action filters means big chunks of the new one don't work at all... it's lobotomized in major ways. Luckily making 15000 points isn't that big a step upward... took 22 matches including the ones where I tried to use the new AI... (grin)
Is the only major reason you removed higher level filters/tags/etc for UI purposes, GFX?
Or was this intentional to force much less complex programs... if so, then there should be mega bonus points when you beat someone who uses those additional items... to encourage the newer users to fight onward, and not just play cannon fodder until they get to the next level...