Maybe you have noticed that too - some maps somehow make AI play better. One of that maps is huge size "Robsworld" which is to download on the same site as SMAC Academy. I play on it often and usually have more problems with AI there. They get technologies faster, grow faster. And what is more - usually all factions are hard to eliminate, and there is no faction which would have ease of growing too high compared to others. It teaches me, that making good maps is not an easy task. Anyway, I wonder what really is in that map that makes it so good - everything together? shape of land giving enough rainy terrains, strategically placed bonus squares? Anyone was playing that map?
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Some good maps
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Some good maps
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Screenie of the map?
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That is the save I am currently playing. It's on Robsworld with quite interesting starting locations, which I haven't seen ever before. Results are interesting. University just jumped with research, and when my standard defense units were trance scouts (1-1t-1) Zakharov rolled in gatling speeders (5-1-2) and plasma gatling infantry (5-3-1). Luckily I just got Planetary Networks and my probe teams stole some of these units, otherwise I would be fried.
Spartans conquered Gaians, but Deirdre escaped in a pod and started in location that I know she can win this game still.
I have now 2190. Empath guild was completed in U.N. Headquarters in 2187. You can play or just see the map. I modified a bit southern pole region from the original.Attached Files
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Things that make the AI good:
1. No continents, just one large pangea. While of course superpowers may rise and make the certain AI factions better if they are alone on a huge continent, having one pangea with all factions spread out ususually prevents superpowers. Keep in mind that Weaker factions need to be protected from stronger factions. So for example, on one side have Yang, Santiago, and Miriam, and on the other Diedre and Morgan, and use Zak and Lal as a buffer zone. Also, without continents, AIs usually aren't isolated and keep up to date on tech through trade, and don't tend to have isolated empires that later make invincible infastructure...
2. Very diverse land. Having large regions of fertile land, then large regions of arid is really bad, as is having large regions of anything. The AI will tend to stick to the good areas, but will never go to the bad areas, leaving big gaps in the map, and lowering their potential. If all parts of the map are easily useable to the AI, then all is good. Spreading out landmarks as well as bonus resources prevents superpowers, and gives each faction something to make them powerful. Even better, give landmarks that will help that particular faction, such as the crater to the Spartans for minerals to build military, the jungle to the believers, the volcano to Morgan to help industry and economy, and the uranium flats to help Zak and his tech...
3. Overall, make the map more habitable. While this somewhat violates rule two, having large regions of fertile land WITHOUT having large regions of arid land can help the AI grow better, and ultimately allow them to start building facilities and units sooner. Plenty of rivers and lots of bonus resources really help out. While this may seem obvious, the map generator doesn't always do this, especially on larger maps, where a small part of the coast might be fertile and the rest of the continent left in a rain shadow...
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Anyone tried to play it? I have 2308 now. Top units 8-3-X. Prototype fusion planet busters in making. Only two meaning powers: PK and Believers, the rest is weak. Morgan eliminated.
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Recently I removed all free facility secrect projects. It's too easy to play with them in single player. Many of them I am able to build making the game much easier. I wonder how the game will develop.
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