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SynthetGod8
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the AI also doesn't know how to effectively use jets, except as an annoyance. Or transports.
And they're just as likely to blow up their own just-captured base with a Buster (and take some of their own cities with it) as they are to hit your capitol.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:35
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blinking_spirit, Welcome to Apolyton.
The major strength of the AI is that it will play the game with you; it knows the rules and if your computer is reasonably up to date, it will not keep you waiting for it to take its turns. The faction leaders have pretty strong personalities, and you may get to feel like you personally know them- generally in a less than best-friends fashion, however.
If you are not yet playing at the transcend level, you can always improve the relative competitiveness of the AI by playing a couple of levels higher than you're used to. You can also handicap yourself by refraining from using choppers, crawlers, SP's, etc - untill you find a good balance. There are various challenges, such as the One City Challenge, that are also entertaining and informative.
Personally, I find Yang to be the faction that is played the best by the AI, but at one time or another, there are moments of brilliance displayed by any of the factions, if things happen to play into their strengths - but losing to the AI is generally considered something embarassing (although it probably happens more than most of us would want to admit).
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Santiago_Claus
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The AI's strength is in its coordination of ground attacks against your bases.
I've watched the AI's patterns of behavior: it spreads its forces out, hides them in fungus, and stages them with 1 square of "open ground" between rovers and the base they'll be attacking. Of course it's possible I simply thought I observed that because of the overwhelming numbers involved -- if there's an Impact Rover behind every bush it's not so much a sign of a wise AI as a prolific one.
Coincidence or not, though, if you haven't planted sensors and you don't have air the AI will make you pay for your sloppiness.
Once you gain air units the AI falls off. It uses air power itself, too, of course, but not nearly as effectively as experienced players use it.
The AI's biggest weakness is terraforming. AI's infrastructure building in general is threadbare and haphazard. The AI is excellent at expanding but poor at leveraging it.
edit:
Gotta second johndmuller on the issue of "personality" -- the prose for the diplomacy AI really helps suspend disbelief, so that I don't feel like I'm talking to a state machine but rather to a head-of-state. Does a computer program pass the Turing Test if one refers to it as "that trigger-happy bastard Lal"?
Last edited by Santiago_Claus on 27-05-2004 at 13:03
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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To me the biggest weakness of the AI is its inability to see the bigger picture-- it seems to think tactically and not strategically. My simple example is that the AI will NEVER sacrifice units against near impossible odds as a human will do. So the AI can have 80 missile needlejets in range but seems to never attack that lone 1<8>1 garrison since the odds would be unfavorable. A human player doesn't care and sacrifices 3, 4 or 5 units just to kill one for attaining the greater objective of capturing the base.
Its odd, since the AI's behavior in attacking is DIRECTLY contrary to its behavior in what it builds. Even with 80 missile needlejets attacking nothing and shuttling around, the AI will STILL be building more
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DilithiumDad
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Terraforming is a big weakness.
Game settings to boost AI:
1. Transcend (obviously), with XP patch so they get facility maintenance bonus
2. Dense clouds --this helps the AI a lot.
3. Low water. AI can't use transports well and opeates best on land.
4. Spoils of war. This seldom helps you, but it helps aggressive AI factions keep up in tech.
5. Map is critical. Use a resource rich map like Ultimate Builder's Map for more challenging AI.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:35
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Okay, this next paragraph is something I copied from another thread about the AI. I wrote it so if you don't understand it, ask me:
the AI SE choices are based on what gives the most energy in the future. So basically, the AI will usually do planned economy in the beginning (usually) to increase growth so that in the future, the AI can do whatever that will give them a lot of energy then. Kind of confusing? Basically, the AI wants the maximum amount of energy produced in the entire game, not on the present turn. Using formulas and calculations, it makes the right decisions that will allow it to get the most energy in the future. The problem is, this way doesn't hold the AI factions to their idealogies and the AI doesn't know when the game ends, so they always plan for 200 years after they will have to "retire".
And that's just some of it:
The AI, besides being "honorable, intelligent, and strategic" really sucks. It is a computer. It sees things as numbers. The computer AI does what it does because it uses a whole bunch of calculations to see what makes it the most powerful. It can't use real strategy, because strategy isn't made of numbers. The AI knows to hide in fungus and in rocky squares, because it can calculate that it will get a better defense, but it can't make a real strategy like use excessive rovers or excessive formers, because it can't calculate that. Humans have strategies. Some players like to use lots of missiles, others psi units, others probe teams. Regardless of the faction, the AI simply builds everything, does everthing, based on numbers, ratios, and calculations.
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Glacialis
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Where, exactly, is the Chironian Guild? I followed the link in someone's sig -- http://guild.ask-klan.net.pl/eng/index.html -- and it went to a dead end... trying to acquire the aforementioned Ultimate Builder's Map.
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Enigma_Nova
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You know what you need?
You need 31337_/\/\@|05
There's the ultimate builder map.
Attachment: hmopdd2.zip
This has been downloaded 9 time(s).
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