Announcement

Collapse
No announcement yet.

SMAC: Artificial Intelligence

Collapse
X
Collapse
  •  

  • SMAC: Artificial Intelligence

    Click image for larger version

Name:	Encyclopaedia_Title.jpg
Views:	17
Size:	7.4 KB
ID:	9314034
    AI Attacks

    "As for the computer's suicidal attitude towards its own troops (certainly an amusing feature from earlier games), the computer now usually doesn't attack unless it has quite a few units to throw at you, and then follows it up with support later on. It's quite a different feeling from other games of this type--instead of one lone horseman sneaking into your territory and taking a potshot at your captial, you now have three or four Alpha Rovers moving in a co-ordinated fashion to pick off one of your border bases. Makes the AI a lot tougher and the game much more realistic and fun." Tim Train of Firaxis. From Dante’s Inferno SMAC page. Now in our SMAC-faq. Link to source: SMAC-FAQ


    AI and Unit Construction

    "Computer players make intelligent decisions, plot with you against mutual enemies, coordinate their actions, and respond to you based on their own self-interest and personality." Official Features. Firaxis. SMAC-FAQ

    "The computer AI reacts to what you build. If you tend to breed a lot of native units, then the computer will build units with the 'Trance' special ability, which works well against the natives." Brian Reynolds from an interview by LDespot. Beyond Alpha Centauri now Apolyton. Link to source: E3 Alpha Centauri Focus.

    See: Units for other details about units.

    AI and Territorial Boundaries

    "…push out your borders too far, you can run into situations where competing factions are contesting specific regions, perhaps inviting a series of local attacks and counterattacks, until one side or the other has triumphed." Marc Dultz. Sneak Peaks: Alpha Centauri: Stranger in a Strange Land. Gamecenter Review. Link to source: SMAC-FAQ.

    "Civ-style games have always been games of geometric expansion--the earlier you set up a city, the more resources that city can contribute over time. As you mention, the tradeoff to rapid expansion should be overextending your forces, allowing easy conquest by the enemy. The problem in these earlier games is that the AI was not that great at conquest. In SMAC, the problem has been solved by teaching the AI effective conquest. For example, the enemy usually only attacks in echelon (many units co-ordinating their attacks at once) instead of in detail (one lone unit wanders in and takes a potshot at a city, as in Civ). In short, if you expand recklessly in SMAC without regard to internal lines of supply and reinforcement, you are much more likely to find yourself inside Colonel Ortega's interrogation chamber." From Dante’s Inferno SMAC page. Link to source: SMAC-FAQ

    PREVIOUS | NEXT

      Posting comments is disabled.

    Latest Articles

    Collapse

    • SMAC: Planetary Council
      by Martin Gühmann

      Apparently, the Planetary Council is similar to what we know as the United Nations. As Brian Reynolds explains: "…you can also meet with all seven faction leaders to vote on matters affecting the entire planet, including global trade pacts, repealing the UN charter prohibiting atrocities, and many other weighty issues. While in the Planetary Council, you can try to influence people's votes through negotiation, bribery, or intimidation". Brian Reynolds from an interview by LDespot. Beyond Alpha Centauri. Link to source: E3 Alpha Centauri Focus....
      November 12, 2011, 19:01
    • SMAC: Other Information
      by Martin Gühmann

      Cheats

      "The team feels that cheats are useful in constructing your own scenarios (playbalance, etc.) and that some people just like to cheat. As in earlier games by this team, enabling cheats essentially ends your game from a scoring perspective, and, or course, cheats will be disabled in multiplayer." Tim Train of Firaxis. From Dante’s Inferno SMAC page. Link to source: SMAC-FAQ...
      November 12, 2011, 18:43
    • SMAC Vicotry Conditions: Ascent to Transcendence?
      by Martin Gühmann

      Unconfirmed reports indicate that Ascent to Transcendence is one of the ultimate victory conditions....
      November 12, 2011, 18:32
    • SMAC: Trade
      by Martin Gühmann

      "Trade is not handled via Civ-style Caravans. Trade is now handled as a function of your diplomatic interactions. If you are at peace with someone, you are assumed to have a certain level of trade with them. The closer you are as allies, the more trade you have between your two countries. This adds an interesting angle to your decision to be at war with someone, because it sacrifices your trade. Other countries may also impose sanctions on you for the use of Atrocities, which then reduces your trade." Tim Train of Firaxis. From Dante’s Inferno SMAC page. Link to source. SMAC-FAQ...
      November 12, 2011, 18:30
    • SMAC: Terraforming
      by Martin Gühmann

      General Explanation of Terraforming

      "The thought of colonizing an alien world immediately brings to mind the idea of altering, or "terraforming," that world to make it more livable for humans. To allow the player to actually make meaningful changes in the climate of a world required us to create a world builder and climatic model far more powerful than anything we'd done before. Temperature, wind, and rainfall patterns have been modeled in ways that allow players to make changes and watch the effects. For instance, with a modest array of future technology, you can raise up a new ridgeline or mountain range. With the prevailing wind coming off the sea to the west, your new mountains will tend to empty moisture from the air on their western slopes, leaving their eastern slopes and the downwind valleys quite dry. So you can raise ridgelines to increase the rainfall (and thus nutrient production) for your own bases while simultaneously drying out your downwind enemies!" (Brian Reynolds. Designer Diary Notes. Gamespot. Page 2. Link to source: http://www.gamespot.com)...
      November 12, 2011, 18:26
    • SMAC: Technologies
      by Martin Gühmann

      "80 future technologies define the state of the art in interesting decisions...do you research a new military technology, better medical technology to increase the standard of living, or a new power source to generate more energy?" Official Features. Firaxis. SMAC-FAQ...
      November 12, 2011, 18:16
    Working...
    X