aaatoysandmore
Posts: 2848
Joined: 9/11/2013 Status: offline
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quote:
ORIGINAL: Tormodino Asking for a highly qualified AI player is nice and all, but does anyone know why basic stuff like fleets/ships going off on crazy treks into the great unknown, constantly throwing themselves at superior numbers (seems to not remember the size of targets properly), resources being allocated incorrectly (spent, out of interest, 2 years waiting for a few units of Helium to be delivered to a home system mining station while it was happily building other ships as soon as the homeworld received the Helium) etc... are happening so frequently? I enjoy the fact that it seems that the AI plays "dumber" when it plays the dumb races, but there are still many cringe inducing moments. Btw, for reference, I spent many hours looking at how the AI plays with Rule in Absence activated. It is fascinating, but it also reveal some absolutely insane descisions by the AI. If what the player can see here represents how the AI empires actually play I would say that a slightly more conservative weighting of travel ranges and fuel requirements, designs with fewer obvious mistakes (always adding stealth (size 60!)/not adding damage control), as well as slightly tighter resource discipline could go a long way to make the AI a slightly more challenging opponent. Also, I want to note the erratic behaviour of the AI in general. It seems to change its mind, or at the very least recheck its state(s), very often. Case in point: I was at war with the Zenox. Their entire empire was located in the bottom left of the map. They had a mining base at the top right of the map. My biggest fleet, loaded with troops, instead of invading their closest worlds (cakewalk, they of course have no troops...) goes flying across the universe to kill the single gas mining station. Running out of fuel, stopping several times along the way etc. To be honest, this stuff should not happen. Some limit to how many resources are devoted to a far off target could be implemented to prevent that type of behaviour. I don't want the game to be predictable and having race intelligence levels affect descisions is fine, but I draw the line at crazy stuff like that. It is totally detrimental to the AI, and makes the simple stomping of the AI via deathballinvaderfleet an excersise in tedium. Observing the game has given me a tremendous respect for the model, but I would much rather that the current model be worked on than wait for DW2. Unless there are issues with the engine heavily limiting what is possible, I see no reason why DW in its current form could not be brought to be the new standard for 4x simulations through balancing and AI tweaks. I've outlined a few other things I would like to see elsewhere, but as it stands the inconsistent AI is a glaring flaw in each game I play. If you have trade agreements and alliance's with other races then the AI will use them for figuring out the rations they need to get from point a to poing b. So, your alliances or trade agreements could make the trek shorter or more cost effective and it will use all those hubs for resupply. Everything is not 1-2-3 in this game or by the numbers some things will be erratic and unbelieveable just like things happen in real life. I wouldn't want a game that plays by the numbers all the time. I like randomness and whatif's and anything can happens in the games I play. This one does it quite well. It just needs to ramp up the stats for the ai to make it a little more challenging when it does things that are random or unheard of.
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