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Now that i have played a few more games with the newest patch me too think A.I builds too much siege weapons.
I my current game Mehmed keep on sending in huge stacks of Trebuchets guarded only by a few Horse Archers. After the horse archers has been destroyed, the remaining stack of Trebuchets is easy to destroy.
Since the A.I stacks are big, I keep on getting alot of free XP from killing the units and since I happen to be an imperialistic civ, I have already got 2 GG:s from destroying a seemingly neverending stream of Trebuchets.GOWIEHOWIE! Uh...does that
even mean anything?
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I've seen in games lately that the AI has huge stacks of cats and trebs, but fails to use them effectively. It'll march up to my city with say 5 good defenders with a stack of 20 siege weapons + a few escorts. It spends the first turn knocking out the culture, but the second turn it will attack with 5 cats or so and then stop. Then the next turn it'll attack with 3 or 4 cats. Just few enough that none of my defenders die, and a few get promos and are healed for the next attack.
The AI should have crushed me and made me cry. Instead it left me scratching my head while I whipped up a counter attack.
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Another thing I noticed with the latest patch is that many resources seem to appear in clusters.
Previously mainly only some of the luxurious resources appeared in clusters but with the newest patch
I have even seen clusters of marble and clusters of food resources seem to be abudant.GOWIEHOWIE! Uh...does that
even mean anything?
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I'll add my vote to it appears the AI is building too many seige weapons camp. In my game, currently the Egyptain leader & Napelon are at war over territory that has my state religion so I have line of sight and it looks like both armies are composed of 80%+ seige weapons [Trebuchets]. (This is the Jan 1 version; I like to complete a full game before changing AI behavior, sorry)1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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I'm not sure if 'AI Diplomacy' is within this project scope or not. But I hope if this problem below can be fix easily.
Yesterday (using 8 Jan build, i think) I just captured two big cities from Mehmed.
I am on the north side of Mehmed.
Mehmed has more army power compare to me, but he was concentrate on his war against Gandhi on his east side. I was preparing my army, when suddenly Toku attack Mehmed from South.
Looking at good opportunity I send my troops to conquer a 11 size city. While Toku attacking Mehmed capital, few tiles away. Looking for this great opportunity, I send my healthy troop to check Mehmed capital and wait until Toku attack which cause lots of casualty on both sides. On my turn I manage to capture the capital. Pretty happy on that for 2 turns, when Mehmed come with a stack of around 12-15 units, a mix between swords, axe and archers. I only have 3 badly injured units in the newly captured city.
I then ask for peace, which was rejected. This was a good move on Mehmed part. However, I then go to offer peace and i gave him Priesthood (which was pretty useless at the time). And He accepted it !
Now, i'm 'happy' to keep his two big cities for a cost of Priesthood.
Anyone encounter such things?
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New build posted 1/25
release notes:
Governor Changes:
- Recognizes the value of high food tiles better.
- More likely to work food tiles under slavery.
- Will put more weight on hammers when near the happy cap.
Military Changes:
- More flexible in training, use and placement of defenders.
- Small attacking groups more likely to pillage
- AI more likely to declare war when it should (wont sit on a large army).
- AI more likely to declare early in the game.
- AI wont commit to large scale military buildups until it has real units, unless forced to.
- Bombard bug fixed.
Economy:
- Tweaked the wonder building, expansion and unit training balance.
- Minor tweaks to building values.
- Workers will team up to improve strategics.
Strategy Changes:
- AI more likely to Missionary in favor of Dagger.
- AI less likely to Dagger in general, especially on aggressive.
- AI more likely to Crush and Vassals now handled consistently.
Exploring Fogbusting:
- General tweaks.
- Fogbusting units less likely to move when enemies are about.
- Can explore with air units.
- Visibility calculations should be faster (less lag)
- All exploring units will attack barbs on huts if the odds are good enough.
Other:
- Out of Sync error should be fixed.
- Bug fixed where AI has no Warplan.
- Several Asserts should be fixed.
Assert notes:
This build is intended for testing.
This build contains "asserts" which are statments which should be true, if everything is running properly. These extra checks are done, if any of these asserts fails, then a window is shown displaying which assert failed.
It is very important to capture everything in this message if you get an error. A save game file prior to the assert is ideal, with instructions on what to do to trigger the assert (ie, end turn or move the tank northeast to London).
Please report any asserts on the thread on Civ Fanatics:
The purpose of this thread is to make specific and detailed bug reports. Please do use this thread to report specific bugs in Better AI. Crashes, asserts, working the wrong plot, and other real mistakes should be reported here. Please do not use this thread to make comments about...
The best thing to do is to click the "Ignore (once)" button once you have all the information recorded. If you get the same assert multiple times, you can click the "Always Ignore" button. If you quit your game, you will have to click the always ignore one more time.
If you are playing in fullscreen mode, you should dismiss the assert window (clicking an ignore button) before clicking anywhere else, or your machine may get wedged.
-Iustus
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Playing with the Jan 25 version I attacked the Vikings, when they decided to do something really stupid:
The turn after my units entered their lands (standing next to one of their cities), they decided to attack my stack of mostly grenadiers with low tech units, among others they decided to attack with longbows (?)
When it was my turn to attack I noticed the city was packed with catapults. Why didn't they attack my SOD with those?
Maybe the catapults were located elsewhere, so they couldn't have walked the last tile to attack (don't have a save from before the attack, so I can't check), but in that case they should have waited attacking me until the next turn when the catapults were ready. The city had a defense bonus of 50% which I needed to bombard before I could attack anywayThis space is empty... or is it?
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Hmmm, what is "New handicaps"?
Hmmm,
"Assert Failed
File: .\CvCityAI.cpp
Line: 5374
Expression: false
Message: infinite loop
----------------------------------------------------------"
Not sure what causes it..Last edited by Tattila the Hun; January 29, 2007, 08:26.I've allways wanted to play "Russ Meyer's Civilization"
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New build 1/29 on SourceForge
Asserts, Sync Problems and Such:
- Many asserts and associated bugs squashed.
- Most out of sync problems related to explore code fixed.
- Added additional logging to MPLog for tracking OOS errors.
AI Economy / Governor:
- AI puts more focus on essential economy builds.
- AI less likely to build useless buildings.
- Trade Routes on buildings properly valued.
- Exp buildings (barracks, dry dock) valued correctely (finally)
- Smarter worker allocation when city is performing a process, especially build culture.
- Build Governor will train workers if there is dire need for them.
- General tweaks to governor (both AI and Build)
AI Military:
- Extra warmongery leaders now "Dagger Harder".
- Barbarians wont whip or draft.
- Fixes to the way unit groups split.
-Iustus
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