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  • #61
    Originally posted by ducki

    NEVER and ALWAYS are extremely radical decisions ...
    A solution could be, to change the values for NEVER and ALWAYS to SELDOM and VERY OFTEN and / or to introduce 1 or 2 extra levels inbetween in this list.
    This would make it possible to have more variety between the civs without unbalancing the game.

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    • #62
      By the way, there are some nevers.

      Like never building Longbowmen after getting Riflemen (building offense Riflemen instead).

      There is supposed to be some unit value.
      If all those unit values are similar all those units will be built.

      But if some unit has much lower value then other, it won't be built at all.

      Now, how are these values are calculated in mystery to me.
      (Soren add AI value calculator to next version of Editor)

      Comment


      • #63
        Soren, anything you can tell us about the AI in 1.14f?

        Does the AI still build guerillas when it has rubber?
        Does the AI still irrigate grassland in Despotism?
        Does the AI still try to grow its unhappy cities?
        Does the AI still build settlers when the city is too small?
        Any changes in build priorities?
        Any changes in research priorities?

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        • #64
          Originally posted by alexman
          Soren, anything you can tell us about the AI in 1.14f?

          Does the AI still irrigate grassland in Despotism?
          Does the AI still try to grow its unhappy cities?
          From my latest game - it looks like a human did it, but I promise it's the AI (with the AU Mod - could thataffect this?
          Attached Files
          "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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          • #65
            Originally posted by ducki


            From my latest game - it looks like a human did it, but I promise it's the AI (with the AU Mod - could thataffect this?
            ah, my question in the other thread is thus answered.

            one more question: is this game with 1.14f? or did you start it before you patched? ..... just wondering if Soren did any AI tweaks (y'know, just minor ones ) in the patch or if the mod can take the praise for this AI performance.
            If I'm posting here then Counterglow must be down.

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            • #66
              Hooray!!
              The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

              Duas uncias in puncta mortalis est.

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              • #67
                This is a clean 1.14f fresh start game with the AU-PtW mod on Regent.

                Scary, especially considering there's another AI that's either 1 turn ahead or 1 turn behind Xerxes.

                Spooky.
                "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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                • #68
                  I'm still playing AU 205, starting at 1.04 and upgrading to mid-game... Persia and Aztecs (!) are kicking ass.
                  The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                  Duas uncias in puncta mortalis est.

                  Comment


                  • #69
                    Looks amazing! If this process continues, we'll all have to drop to Regent or Warlord, and getting our butt kicked at Monarch, I guess .

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                    • #70
                      I'm not sure it's that good Sir Ralph, but it does look good enough to at least keep up with or surpass the "average" human.

                      I'll have to try a non-AU game and see if they still improve tiles this well.

                      I am truly shocked.
                      "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

                      Comment


                      • #71
                        Great Tiles gamesave

                        Here's the current save if anyone wants to do a bunch of City Investigations on the AI.

                        Again, PtW, 1.14f, AU-PtW mod.
                        At least I think this is the right one.

                        If anyone wants it, I'll post the 4000BC auto if it's still in there.

                        This one's from 530BC.
                        Attached Files
                        "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

                        Comment


                        • #72
                          Just to confirm that with 1.14f the AI no longer irrigates grassland under despotism. One exception, and thank God (a.k.a. Soren) Firaxis thought of it, is to bring irrigation to other, non-grassland tiles that would have otherwise had no access to fresh water, and grassland tiles that actually benefit from the irrigation (wheat and cattle).
                          Attached Files

                          Comment


                          • #73
                            Originally posted by ducki
                            This is a clean 1.14f fresh start game with the AU-PtW mod on Regent.

                            Scary, especially considering there's another AI that's either 1 turn ahead or 1 turn behind Xerxes.

                            Spooky.
                            Is it possible that "Action: Added 'Emphasize Production' to all AI civilizations"* applies not only to builds, but also to the mining/irrigation equation??

                            *AU Mod 1.11, Changes to AI

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                            • #74
                              I think that 'Emphasize Production' only applies to the way how are laborers placed in city screen.

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                              • #75
                                I made a series of short 1.14f tests yesterday, this way: I added Settlers and Workers as "Build sometimes" to the city governor, enabled it and allowed it to manage moods, emphasize production and manage the build queue, and set my worker on automated. That should nearly be what the AI does.

                                Results:

                                Worker: If a luxury is in the city radius, the worker tries to connect it. If not and a shielded grassland is there, the worker mines it . If after the first expanding a luxury is available, it will be connected. After the worker made 2-3 improved tiles for the capital, it starts to chop forest or to clear jungle around the capital. This I didn't like much, because at this time usually a 2nd or even 3rd city is founded and a trade network would be better, even more if we have a luxury. And it is unnecessary to improve more than 2-3 tiles for a city, which doesn't grow much above size 3 due to Settler builds.

                                City governor: Build 2 Warriors and then switch to Settler. It doesn't yet care, if there's enough food surplus to grow to size 3 before the Settler is ready. After Bronze Working, it chooses 2 Spearmen instead of 2 Warriors. As soon as a wonder becomes available, build it in the next city that completes a build.

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