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G'Kar
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St. Louis, USA
Aug 2003 time: 23:32
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Not really.
I was in the open feild once and I moved a stack of units next to AI artillery. During the AI turn his arty did fire offensively on me.
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Master Marcus
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Quebec, Canada
Jan 2000 time: 00:32
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About this whole ''AI not using arty in Civ3, at least offensively'' I've come to think with the time it's not so bad at all....For an experienced player, if the AI was able to march on one of his cities with a full defended stack including a good amount of artys, well for that experienced player they would be eventually captured too much easily ( strong defensive units move only 1 per turn; the player has all the time to react and using his own arty to weaken the AI stack, then cavalry units make the ultimate move for free additional artillery units ). In fact, if the AI was able to use too much of them offensively, it would probably lose them most of the time : perhaps the human player would count on this to collect enough units for his own campaign, thus avoiding the cost to build them. And I think the player should build them, like the vast majority of its military. Since the AI uses well non-land artys like planes, bombers, and vessels, I'm happy for now with the actual engine.
But they can improve this in Civ4...
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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:32
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The AI does 'attempt' to use ground artillery offensively now, but it's still pretty rare and to easy to beat the (usually single) defender and capture the unit.
It seems to me that the main problem with AI using artillery is that it uses terrain to the fullest with normal units (it will generally go for the mountain route when it can), but because wheeled war machines cannot enter mountains, the AI falls apart somewhat.
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CerberusIV
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I'm sure the AI could be programmed to make use of stacks and armies but I imagine it would then have to be linked to difficulty level. The reason is that, whilst most of the people who haunt these forums could cope with that and even enjoy the challenge, the majority of those who buy the game never come here, never get past chieftain/warlord and would die of fright if they saw the AI operate that way - so they would not buy the next version of civ.
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Master Marcus
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Quebec, Canada
Jan 2000 time: 00:32
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quote: Originally posted by CerberusIV
I'm sure the AI could be programmed to make use of stacks and armies but I imagine it would then have to be linked to difficulty level. The reason is that, whilst most of the people who haunt these forums could cope with that and even enjoy the challenge, the majority of those who buy the game never come here, never get past chieftain/warlord and would die of fright if they saw the AI operate that way - so they would not buy the next version of civ. |
True enough, I agree, and Civ3 has ALREADY one of the smartest AI of the TBS market, and offers the best challenge in my mind ( hey, Monarch is a good challenge for me on large maps, there's another 4 higher difficulty levels unplayable for the vast majority of civers, and I've beaten easily the highest settings of great classics such as Civ2, MoO2, SMAC, etc...)
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dexters
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Vancouver, Canada
Nov 2001 time: 05:32
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Whatever code they used to beef up the naval aspect of the game (i'm really impressed with the humongus fleets the AI pumps out) should be applied on the arty as a kind of transport (arty) escort (defense).
on a trial basis perhaps in the january patch to see how it works. If it doesn't work out, the feature can be taken out in the final part slated for later in 2004, if it works out, then good.
I'm sure there are ways for the human player to benefit from this. But my thinking is, as long as there is the threat the the AI can push bombard units offensively, it's going to make the human player's job tougher.
Assuming the AI knows how to use it properly and doesn't rush their artys into the open too quickly, but rather hide them in cities, on hills on their side of the border at the open of hostilities, it will still be quite a tough job for the human player to march a force large enough to capture those artys, especially if dealing with an evenly matched oppenent in terms of army size.
Perhaps a check AI can be implement such that the AI will tend to prefer have its arty following a lead stack rather than be part of an offensive stack itself.
Imagine the scenario where there are several SODs. The arty stacks (given their 2 tilt bombard) is a tile behind the offensive stacks surrounding the cities., giving cover fire to the offensive stacks. That'd be sweet. ..
Last edited by dexters on 23-12-2003 at 13:46
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smellymummy
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perhaps we can mod the use ourselves with C3C and the 'flavors'.
just about everytime I have spys in a AI civ, I see that they will have really low amounts of artillery, while I'll easily have 5-6 times as much. Perhaps its just a build preference?
with flavors, and having each civ set to 'build artillery', they just might build more of it, although at the expense of other units... which might not all be that bad, considering how some AIs will have tons of naval transports on a pangea world (when they really don't need all of those transports).
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Cerbykins
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I have to admit, I'm no fan of arty - but even i switch tactics and rack some up if the defensive odds start to turn on me. The whole reason why I won't use them to start with is because they're just WAAAAY to slow early on, and struggle to damage the city itself (yes, I am an evil sicko, I will do most things to keep the '5th column' down :P ). catapults and cannos simply do not keep pace with horsies and knights. But again...if I'm struggling in attacks...I'm gonna slow down the pace and arty is viable once more 
This change of pace, THIS is what the AI should pick up. If you go air-power heavy in Starcraft, the AI will then beef up on air defences. Similarly, if the AI finds it loses stack wars, it should at least CONSIDER the arty option... 
Oh, and the AI likes pinching badly protected arty. Sadly, it normally tries to carry it off...and then I smack it for the insult, take it back, THEN shoot it some more with the re-captured guns 
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