Announcement

Collapse
No announcement yet.

I wonder ...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Dificulty has nothing to do with it, The AI is the same on chieftain as it is on deity.
    -
    But I'm still trying to figure out what made the difference between my continents games and my current pangea game

    Best guess and probably right - pathfinding -
    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
    Then why call him God? - Epicurus

    Comment


    • #17
      You're saying 16 civs sharing on landmass offer less pathfinding load than sharing 2 continents?

      With so many Civs crammed into one continent and the AI's habit of sometimes parking units right in the middle of their roads, my recent pangea game actually revealed for the first time that the autopathfinding abiliy of the game is not perfect, which I always assumed it was.

      I'd try to move a unit from point A to point B, with a lot of the way through enemy territory, and the unit would maybe move halfway and simply refuse to move further. I'd move him manually and find that while the pathfinding system wants to go in X direction, there is some stupid ass unit in the way and the pathfinding system just doesn't know how to deal with it.

      On the same token, the system would tell me that it would take say 2 turns to move my cavalry from my fully RRed empire to the war front, again, going through significant foreign territory. But surprise surprise, If I move my units in two parts, taking an alternate route based on what I think is best I can get to the same location in 1 turn. It's very strange.

      Anyways, I kinda got of topic. Let me know how pathfinding is different if I'm on continents vs. pangea. From my experience, the latter seems more complicated whereas on Continents you usually have 8 civs on each landmass and its usually a simple north-south / east-west spread of Civs and there's not a lot of clutter in betten.

      Dificulty has nothing to do with it, The AI is the same on chieftain as it is on deity.
      Actually it may have something to do with it. In Chieftain there are fewer units for AI to deal with. Actually, thinking about it, this may by why my pangea game is quicker. Smaller total landmass (at least it feels that way for me) means that the AI has a smaller empire and therefore fewer units. The Game's #2, Japan, has about 88 infantry and 34 cavalry. Whereas my last continents game, 88 infantry and 34 cavs would mean the #5 spot and the higher tier civs could easily have 120+ infantry plus offensive units.
      Last edited by dexters; June 15, 2003, 21:01.
      AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
      Strategy:The Machiavellian Doctrine
      Visit my WebsiteMonkey Dew

      Comment


      • #18
        the ottomans i my game have 255 infantries now this was the number i could remember not to mention all the rest. Thing that bother's me is that the AI wake all it's units pay attention to a city at each turn you will see the unites awakes and fortifies again, that's stupid i will try to turn the animation off don't tell me they still run even when there is a fog of war?

        Comment


        • #19
          Wait until you try to move a unit through another civs territory, with whom you have ROP and who has his empire partially railroaded. I did this once, using go-to, and found the only two zero movement paths were blocked. Now, does the pathfinder recognize this and give up two thrids of a movement point to take the road around one of the blocks? Nope, it simply bounces my unit back and forth between the two blocking units ad infinitum. Being that it's railroaded, said unit loses no movement points, ever, and would still be bouncing back and forth if not for Ctrl-Alt-Del. It may not be a crash, but it's just as good as one.
          Solomwi is very wise. - Imran Siddiqui

          Comment


          • #20
            we can only hope they will take the performance issue in consideration for the next exp otherwise we have to buy allien ware computer

            Comment


            • #21
              Originally posted by Solomwi
              it simply bounces my unit back and forth between the two blocking units ad infinitum. Being that it's railroaded, said unit loses no movement points, ever, and would still be bouncing back and forth if not for Ctrl-Alt-Del. It may not be a crash, but it's just as good as one.
              Now that's crazy.

              Also, the pathfinder will not avoid enemy units taking ZOC pot shots at you when doing so would cause no loss in movement points.

              Comment


              • #22
                Also, the pathfinder will not avoid enemy units taking ZOC pot shots at you when doing so would cause no loss in movement points.

                That IS annoying.

                There is a small error too when leaving and returning to RR too, the cursor will indicate you can reach a cretain tile while in fact you can't.

                Pathfinding has a couple of minor errors, but all in all it is pretty good.
                Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                Then why call him God? - Epicurus

                Comment


                • #23
                  Originally posted by alva
                  Also, the pathfinder will not avoid enemy units taking ZOC pot shots at you when doing so would cause no loss in movement points.

                  That IS annoying.

                  There is a small error too when leaving and returning to RR too, the cursor will indicate you can reach a cretain tile while in fact you can't.

                  Pathfinding has a couple of minor errors, but all in all it is pretty good.
                  hi ,

                  has this been reported allready to Firaxis , ....

                  have a nice day
                  - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
                  - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
                  WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

                  Comment


                  • #24
                    yeah, the pathfinding can be a pain in the arse sometimes. I especially hate when I send a unit to a nearby city connected by road and it tries to send the unit over an un-roaded tile.
                    I watched you fall. I think I pushed.

                    Comment


                    • #25
                      Originally posted by Alex
                      yeah, the pathfinding can be a pain in the arse sometimes. I especially hate when I send a unit to a nearby city connected by road and it tries to send the unit over an un-roaded tile.
                      hi ,

                      it tends to do that if there is no difference in number of moves , .....

                      have a nice day
                      - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
                      - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
                      WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

                      Comment


                      • #26
                        Originally posted by panag
                        it tends to do that if there is no difference in number of moves , .....
                        It does indeed do that. It has to do with pathing toward what the AI perceives as the shortest distance between two points. If you're on a road with 2/3 of your movement points used up and need to get to "Point A" which is two road tiles away, the AI will occasionally recommend using that last 1/3 movement to travel onto a mountain next to the tile you want to get to, rather than going to the road tile that is also next to the tile you want to get to. I want maximum flexibility out of my movement points so I always try to make sure that a path doesn't cross an unroaded tile. If it does then I will manually run the unit along the path I want it to go.

                        Comment


                        • #27
                          Play on smaller maps...

                          Comment


                          • #28


                            That would work. I just have this insane masochism to play large and huge maps. I'm learning though.

                            Comment


                            • #29
                              Re: waiting time between AI turn and human player

                              This may be caused by a slow hard disk, when auto-saving the game. My system has a 900 Mhz processor and 256 MB memory, but a veeeeeeerrryy slow hard disk. If you experience long delays when saving the game manually (especially true on huge maps in the late game, in my experience), then there lies your problem.

                              Re: infinite movement

                              I haven't seen this in Civ3. I thought this was fixed since Civ2. At least in my copy of Civ2 ToT is.
                              The monkeys are listening.

                              Comment


                              • #30
                                I lova panag msgs always hi .... have a nice day I used to s
                                ay regards at the end but lost thebait maybe i should restart! Yeah i have that bad habit of playing huge maps also. somehow the standart is to small for me . somehow i was hoping that rr shal no longer be a way to cross the map it's insane to me but off topic here. Since i had not nerves to wait for my turn i started a new game This time huge map, 8 civ and no animations everything turned off and i'm in the medieval now and it runs well for now that is

                                Comment

                                Working...
                                X