Though the Civ3 AI is far from perfect, it is an incredible improvement from Civ2's AI.
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Make the AI into Alexander
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Also, the AI should drop off troops by boat or paradrop onto strategic & luxury resources, and have said troops pillage & fortify to deny their foes access to those resources. They could also attempt to bombard the roads away, but that would require a far larger investment of aerial or naval forces.
This would work better near the coastline or borders with the nation the AI is at war with, obviously."For it must be noted, that men must either be caressed or else annihilated; they will revenge themselves for small injuries, but cannot do so for great ones; the injury therefore that we do to a man must be such that we need not fear his vengeance." - Niccolo Machiavelli
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I know a way to make the AI have the balls to get rid of your invasion forces....
I went into the editor and checked the boxes "OFFENSE" as well as "DEFENSE" under Infantry and Mech Infantry.
The AI will use these as offensive units quite often when they have to - they'll send their tanks at you first but then the infantry come in.
I was playing the world map and I (Persia) launched a massive invasion of the East Coast of North America (Britain) with about 17 transports loaded with Infantry and Artillery. I managed to take a tiny city in Florida and I also got one where New England would be, and lastly I took over their capitol which was right on the coast. This was before Motorized Transportation.
Well, the AI was Communist and I upped the draft limit to 6 (come on, Stalin really made use of it) and the Brits were just coming out of annhiliating the Aztecs so they had plenty of draftees over there as well. The AI also had railroads.....
Well, stacked in their capitol I had 18 artillery and at least 25 infantry of various types - mostly veteran, but a few elite and conscript thrown in. City was heavily damaged from artillery so it was size 1 (was 24 before my battleships started hitting it hahaha).
The AI attacked.... first with their cavalry, but when they all died they just sent WAVES of infantry at me. I killed 2 or 3 for every one that I lost, but sure enough they liberated all of their cities in ONE turn. On my next turn the rest of my invasion force just tried to turtle itself and hold on for dear life so I could get reinforcements in, but then the AI used that big stack of captured artillery to smash the hell out of my big stacks of infantry and then went wild sending their infantry against me. I took another city in the boonies of Northern Canada and instead of using artillery against their men I used it all just pounding on their roads and railroads so the massive infantry army couldn't reach me.
All in all it basically turned into what I thought would be an easy invasion into a massive war - the AI lost at least 150 infantry I would expect but they completely annhilated my invasion force and captured all my artillery - they got a great leader almost every turn as well, and formed armies with them it seemed.
Later in this game I finally wiped them out - (Right of Passage agreement with 4 tanks next to EVERY one of their cities does the trick)
But then it became my goal to take out France (they were located in South America and the Southwest of North America). We were already in a nuclear war...
So what I did was I sent a big invasion towards Panama so I could sever their empire in two - I bombed the hell out of every road and railroad in Central America and had workers constructing forts for my Mech Infantry to hold onto the ground.
On their turn they started the march of the massive army sent to wipe out my beachead. I was planning on nuking their cities with my two tactical nukes but then I noticed the HUGE force marching up from the south and the HUGE force marching down from the North. Each one had over seventy troops in them....
KABOOM KABOOM - two nukes drop down and wipe out half of each pile - the French military is now about 2/3 its previous size in just one turn. I killed about seventy units with two nukes - it was beautiful.
So the AI can be manipulated to be a real bastard with its attacking infantry, but it can also be really romped because of it as per my example in France.
Change it as you will, but I find that it does make the AI give you a harder fight - especially in the Industrial age. Before tanks come out the ideal attack unit is probably infantry because of their good defense while cavalry can get whupped. The AI wont attack with infantry because its labeled as a defenseive unit, so I decided to make it both OFFENSE and DEFENSE. Try it, it works.
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Originally posted by Hamburglar
I went into the editor and checked the boxes "OFFENSE" as well as "DEFENSE" under Infantry and Mech Infantry.
The AI will use these as offensive units quite often when they have to - they'll send their tanks at you first but then the infantry come in.
hehe, sounds like an interesting idea, will have to try it out. Since infantry has a 6 attack rating, the same as cavalry, they can be used legitamately as offensive weapons. I don't remember the attack for the mech infantry. wow This would also make it much tougher to grab cities or retake cities, as there would be a huge amount of defensive units already on site for the AI. sounds like the mid-to-late game would turn into WWI, trench warfare-Its not so bad when the AI sends cav waves and a few infantry, since cav are so (relatively) weak on defense, but infantry in mass quantities at the front....damn sounds tough
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The AI needs to learn to protect its units. It does so relatively well with Settlers in the early game, but I've picked off more Longbowmen than I can count on my scientific calculator. The annoying little "strategy" of producing a Longbowman when under siege and using it to counter-attack is cute at first, but really easy to adapt to.
One way of doing this would be to let the AI determine which, if any, of its units are "within reach" at the end of any given turn. If a unit would end its turn within reach the opponent's units, then it should "reconsider" the value of that particular move. I know I make this consideration all the time. "Reconsidering" would involve 1) determining if the unit ends up stacked with a good defensive unit, 2) calculating whether the move is worth it in the first place (eventually, capturing Workers is simply not worth it), and 3) checking the types of opposing units that are within reach.
Example: Babylon is under siege by 2 Immortals, 1 attacking from the North, 1 from the South. Babylon's garrison consists of 1 Longbowmen and 1 Pikemen. The Immortal to the North is at 1 health, but is backed up by some Horsemen 2 tiles away. The Immortal to the South is at full health, but has no backup.
Which Immortal would you choose to attack with the Longbowmen? I think most of us would agree that the one to the South is the right choice; it is relatively easy pickings, and there is no possibility of losing the Longbowmen in a counter-attack. Sadly, the AI would pick the North Immortal, because it's an easier battle.
This problem sort of goes away when the AI gets fast units (but even then it makes suboptimal decisions). In general, the AI's movement patterns are highly exploitable.
DominaeAnd her eyes have all the seeming of a demon's that is dreaming...
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Originally posted by Dominae
The AI needs to learn to protect its units. It does so relatively well with Settlers in the early game, but I've picked off more Longbowmen than I can count on my scientific calculator.
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The only problem I have seen with my change is that sometimes the AI attacks when it shouldn't - like, if all it has is a conscript infantry fortified in a city and then it builds another one, it will send that second one out to attack your units if you are close by. I guess he should concentrate a bit more on defense but I've been playing like this for awhile now and all in all I think it makes the AI's a bigger challenge.
Just today I upped the infantry attack to 8, to make them better than cavalry and this makes infantry attacks more feasible even.
Mech Infantry attack at a 12 (same as a tank I believe) so it makes them good for it too - they defend at an 18 so even if its Mech vs Mech the attacker isnt at that much of a disadvantage. Before Modern Armor comes out Mech Infantry are the best units since they attack at the same of a tank and defend really well.
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the AI can't win on an Archipeligo. it simply can't. if you have your own island (no matter how small) the AI simple CAN'T take it with a human defender. their combat sense is seriously lacking.
at least they stack transports with defensive units.
as said before, this AI is a big step from civ2, and for that i am thinkful.
but IMHO, and i could be wrong, they could have done a better job."I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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Originally posted by Zachriel
An easier solution to consider might be just letting the bows have their movement after they attack. This would solve the problem of archers leaving their towns to attack invaders outside the walls, and make the archers a more interesting and unique unit.
DominaeAnd her eyes have all the seeming of a demon's that is dreaming...
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Originally posted by Dominae
Basically you're suggesting that all archer-type units have a Movement of 2, with the restriction that the second move can't be an attack move. Interesting idea, although it would require a complete rework of all other units to maintain game balance. My suggestion is to improve that AI with the units currently available. Which solution is simpler is debatable.
Dominae
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2 MP
Dominae and Zac might have something. What would happen if foot units were increased to 2MP, Horse and Knights to 3, with Cav and ModArm going to 4?
I see the AI use foot all the time. One will attack, win the battle, get stuck in the captured square and die to counter attack.
Would the AI adjust properly to giving it's favorite units 2MP. Combine that with Offensive Unit for Infantry and MechInf (BTW, isn't that part of 1.17f?). Then the AI would have more capable forces.
Leave Cat/Can/Art at 1MP. That would reduce the impact of the HI use of artillery.
One effect would be that empires could be over-run quicker. I'm of the opinion that the quicker you put the cripple out of it's misery the better. Why prolong the tedium of wiping up the floor with a helpless civ? If capable civs could put up a better fight, I'm all for it.(\__/)
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Originally posted by Dominae
Attacking costs a minimum of 1 movement point.
Dominae
If the proposed rule was implemented, that is, treating the archers in a tactical fashion, they could attack from the adjoining square, then move off. Most of the time, the archers would attack and then not move, in order to remain in the stack or fortification.
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