So what would be the things you'd most like improved in the AI's?
To detail what I mean by each of the options above:
1. Use of planes: the AI could use these so much better than they do now. Tactical strikes, bombing missions against terrain improvements, suicide missions, attacking when damaged, attacking to overwhelm (i.e. when its probable that 4-5 planes will be destroyed, but that in the long run more than 5 defenders in a base will be destroyed), etc.
2. Use of choppers: pretty much ditto from above, as well as flying them deep into enemy territories on suicide missions against Formers, Crawlers, etc.
3. Use of Crawlers: if I could only take Archaic's brain and transpose it into the AI, how they would then use crawlers! Anyways, getting the AI's to use Crawlers more effectively, such as for heavy mineral cities, and for Super Science cities.
4. Forest-and-Forget/ Borehole strategy: Get those AI's to understand these winning concepts!
5. Naval unit use: The lessons of Operation Overlord were obviously lost on the AI's, so upgrade them from viking raiders/ pillagers into an effective triphibious assault force!
6. Focus/ Magnify AI's to attack one city/ area: all too often the AI's send units one, two, or three units at a time, only to be slaughtered over time by the hundreds by human players in carefully chosen defensive positions. But if the AI could collect a force, then launch a focalized assault, they could potentially overwhelm a human player's defensive position, or cause serious hardships/ challenges for the human player.
7. Prioritizing build queues correctly: AI's no longer building Hologram Theatres in cities that are under attack by enemy forces. AI's no longer building Tree Farms in cities that have no forest squares, etc...
8. Appropriate SE choices vs actual social setting: The AI should be able to understand that it should run FM and Wealth in peace, and Power while at war, and not the other way around....
9. Use of Carriers/ Cloudbases: The Carrier is the most powerful unit in the history of naval warfare, and Cloudbases, even though featured in the CBA SP Movie, didn't make th final cut in SMAC(X). So, simply put, teach the AI's to use these powerful units once they become available!
10. Anti-Aircraft/ Probe Cruisers/ other unique units: the AI's could be so much more difficult to defeat if they produced a few of these units.
11. AI understands and reacts to the terrain of Planet: if its 90% water, then go aquatic. If its 90 land, don't build battleships for 8 tile inland lakes. If its heavy fungus, tech beeline for worms/ Green SE, etc.
12. Concepts such as Super Science cities, Heavy Min cities: have the AI's identify likely candidates for Super Science cities (i.e. an "area" that is rich in energy) and build city enhancements in one city which will lead to a Super Science city, and identify candidate sites for high mineral cities for rush building SP's, units, etc.
13. Mimicking: the AI sees a human (or human players) aggragating units for an assault, and so does the same with its Best Weapon, Best Defender, Best Transport, Best etc for its own focalized attack. Also, if the AI sees human (or human players) grouping their SE choices for pro-peace, or pro-war, the AI mimics this as well (as a human player would if they had infiltration). If the AI sees a human's cities (or human players' cities) building either improvements or military units, it reacts accordingly.
14. AI's must negotiate for xenobananas! Well, duh, what with the market prices for xenobananas being at all-time highs!
15. Other: tell me what you think is important for an improved AI!
D
To detail what I mean by each of the options above:
1. Use of planes: the AI could use these so much better than they do now. Tactical strikes, bombing missions against terrain improvements, suicide missions, attacking when damaged, attacking to overwhelm (i.e. when its probable that 4-5 planes will be destroyed, but that in the long run more than 5 defenders in a base will be destroyed), etc.
2. Use of choppers: pretty much ditto from above, as well as flying them deep into enemy territories on suicide missions against Formers, Crawlers, etc.
3. Use of Crawlers: if I could only take Archaic's brain and transpose it into the AI, how they would then use crawlers! Anyways, getting the AI's to use Crawlers more effectively, such as for heavy mineral cities, and for Super Science cities.
4. Forest-and-Forget/ Borehole strategy: Get those AI's to understand these winning concepts!
5. Naval unit use: The lessons of Operation Overlord were obviously lost on the AI's, so upgrade them from viking raiders/ pillagers into an effective triphibious assault force!
6. Focus/ Magnify AI's to attack one city/ area: all too often the AI's send units one, two, or three units at a time, only to be slaughtered over time by the hundreds by human players in carefully chosen defensive positions. But if the AI could collect a force, then launch a focalized assault, they could potentially overwhelm a human player's defensive position, or cause serious hardships/ challenges for the human player.
7. Prioritizing build queues correctly: AI's no longer building Hologram Theatres in cities that are under attack by enemy forces. AI's no longer building Tree Farms in cities that have no forest squares, etc...
8. Appropriate SE choices vs actual social setting: The AI should be able to understand that it should run FM and Wealth in peace, and Power while at war, and not the other way around....
9. Use of Carriers/ Cloudbases: The Carrier is the most powerful unit in the history of naval warfare, and Cloudbases, even though featured in the CBA SP Movie, didn't make th final cut in SMAC(X). So, simply put, teach the AI's to use these powerful units once they become available!
10. Anti-Aircraft/ Probe Cruisers/ other unique units: the AI's could be so much more difficult to defeat if they produced a few of these units.
11. AI understands and reacts to the terrain of Planet: if its 90% water, then go aquatic. If its 90 land, don't build battleships for 8 tile inland lakes. If its heavy fungus, tech beeline for worms/ Green SE, etc.
12. Concepts such as Super Science cities, Heavy Min cities: have the AI's identify likely candidates for Super Science cities (i.e. an "area" that is rich in energy) and build city enhancements in one city which will lead to a Super Science city, and identify candidate sites for high mineral cities for rush building SP's, units, etc.
13. Mimicking: the AI sees a human (or human players) aggragating units for an assault, and so does the same with its Best Weapon, Best Defender, Best Transport, Best etc for its own focalized attack. Also, if the AI sees human (or human players) grouping their SE choices for pro-peace, or pro-war, the AI mimics this as well (as a human player would if they had infiltration). If the AI sees a human's cities (or human players' cities) building either improvements or military units, it reacts accordingly.
14. AI's must negotiate for xenobananas! Well, duh, what with the market prices for xenobananas being at all-time highs!
15. Other: tell me what you think is important for an improved AI!
D
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