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  • Originally posted by joncnunn
    That was fixed in 1.29f.

    Of note, prior to this pach normal workers were considered military units by the AI in making determinations on who to attack as well.
    In fact, not only workers were a problem, but the advisor considered warriors as powerful as MA. It counted only the number of military units, not their relative strength.

    --Kon--
    Get your science News at Konquest Online!

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    • Guys, all this is no longer relevant.
      But FYI (according to Soren) the AI evaluated workers and obsolete units fine before the patch too. It's just the human military advisor who used to over-simplify his evaluation.

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      • What is no longer relevant?

        Anyway, the AI is indeed a greater challenge after 1.14f. Great job, guys!

        I have myself a question (I didn't have the time to test this in PtW, so only from my 1.29f games):
        Why, oh why doesn't the poor AI ask for a RoP agreement when being at war with another civ it has no borders with, he must cross a neutral civ's teritorry?

        It happened to me not once, that 2 AI civs, one of them being east from me and the other one west (or north/south), were fighting each other and none of them asked me for a RoP agreement, when this would have been clearly a great advantage. Sometimes a was trying to help a weaker civ and I had to give them a bonus (luxury, money, whatever) to accept a RoP!.
        "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
        --George Bernard Shaw
        A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
        --Woody Allen

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        • Why, oh why doesn't the poor AI ask for a RoP agreement when being at war with another civ it has no borders with, he must cross a neutral civ's teritorry?

          It happened to me not once, that 2 AI civs, one of them being east from me and the other one west (or north/south), were fighting each other and none of them asked me for a RoP agreement, when this would have been clearly a great advantage. Sometimes a was trying to help a weaker civ and I had to give them a bonus (luxury, money, whatever) to accept a RoP!.
          Are you sure that a RoP will 'help' the civs? I believe granting RoP's will simply speed up the resolution of the conflict and tend to disipate both AI's armies faster.

          Yep, the AI is doing something right here.
          I used to be a builder. That was before I played Civ III

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          • If you had a RoP across a neutral teritorry and your enemy not, wouldn't that be an advantage? You could quickly resupply your troops and/or quickly withdraw if your cities are in danger. Especially if the neutral civ had railroad. You could haress his troops, move home quickly to heal, ... should I continue?
            "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
            --George Bernard Shaw
            A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
            --Woody Allen

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            • On a slightly unrelated note, is it deliberate that the Iron Works affects the trade value of Iron in the ancient age?

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              • If the designation of a wonder that requires a resource affects the trade value of the resource during that era, that explains why Iron Works is designated as an Ancient Era Wonder when it can't possibly be built until the Industrial Era.

                Iron is always worth a lot of money because it's always the most valuable resource in the game.

                Ancient Era: Swordmen + Swordmen Replacements!

                Middle Ages: Knights + Knight Replacements!

                Industrial & Modern Eras: Factories + Railroad!
                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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                • Originally posted by Nor Me
                  On a slightly unrelated note, is it deliberate that the Iron Works affects the trade value of Iron in the ancient age?
                  Not sure I understand the question...
                  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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                  • Nor Me:

                    Are you implying that the AI knows where the coal is during the Ancient age, and therefore may add extra value to capturing a city or area with iron during the ancient age because it knows there is also coal in the region?
                    Got my new computer!!!!

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                    • Erm..could someone tell me what is meant by "pre-building"...is it building a wonder you dont want to switch over to one you do want when you get the tech, or are you talking about the prod. queue?...

                      I feel stupid for asking...although I have played Civ, CivII,CivIII(not PTW yet) I still am not up on many of the terms used in these forums (although I did see some nice glossary type threads that covered some things). Hope somebody replies to this (with a minimum of humiliating comments hopefully )
                      What would you need for a Military Alliance vs. the Indians?

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                      • Originally posted by Tiberius

                        Why, oh why doesn't the poor AI ask for a RoP agreement when being at war with another civ it has no borders with, he must cross a neutral civ's teritorry?
                        ok ok, i still have v1.07f stop that booing!! anyway, the ai never asks for rop they always just zoom right into my territory to cross it...was this fixed in a patch to where they ask now, or is it always up to me to say "hey! you get your ass out of my friggin country!! "
                        What would you need for a Military Alliance vs. the Indians?

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                        • Yes pre builds are using any structure to hold shields until you get the tech for the wonder you want. This could be a wonder you are not so interested in or a palace or anything that will not be finished before the research is done.
                          RoP is not really handled much diffently at any patch or PTW. If it suits them they will just come across, less so if you are stronger, but they may still do it.
                          Many of aspects of the game have been improved, why not at least get 129f, it is free.

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                          • thanks for clearin that up for me vmxa1...and yes I will get that 129f (I see now that I missed a few patches in between) , I havent been keeping up with everything since I got CivIII, just playing it a lot! Now since a few months im hooked on rummaging through these Apolyton forums , you guys have some killer ideas (my fav. is the strategy forum) I come here every night at work, it has increased my enjoyment of playing Civ ( or as I like to call it, Civi-tata)
                            What would you need for a Military Alliance vs. the Indians?

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                            • Originally posted by vmxa1
                              Yes pre builds are using any structure to hold shields until you get the tech for the wonder you want. This could be a wonder you are not so interested in or a palace or anything that will not be finished before the research is done.
                              One word of warning for pre-builds: occasionally you wind up using something other than a great wonder as a prebuild for the GW you want. Normally one would use the palace, unless you want the GW in your capital. Be careful not to add any shields to this prebuild by cutting down forests or disbanding any units in that city. If you do so, you will discover that when the wonder becomes available, it is 'greyed out' for that city, and has to be built elsewhere.

                              The rationale behind this is that GW's can only be rushed by leaders - in the absence of a leader they have to be built from scratch. Lumberjacking or disbanding in a wonder-producing city has no effect - the shields you would normally get are lost. A city which has such 'illegal' shields - even if only one or two - cannot be switched to build a great wonder. This has occasionally screwed up a prebuild for me (and no doubt for others as well).

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                              • "investing a leader in pre-builds": during a war you often receive leaders that you would like to "save" for wonders that will come later...OTOH, by saving a leader you will not receive any other leaders during that war. One possibilitiy to save these shields -if you're going to conquer some more cities and your palace does not cost 1.000 shields is: rush-build the palace in a corrupt city...conquer some enemy cities in the same turn...this way the cost of your palace will increase...so it will not be finished the next turn -and as you rush-built it in a corrupt city it will never be finished. The rushed palace can be switched to a wonder as soon as the tech becomes available
                                www.civforum.de

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