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Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 19-03-2005 02:21
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I think this Human/AI idea is not really a goer over a period of 18 months.

There was quite good enthusiasm for this ACDG in the lead up but then we lost 5 players to the Mods. Of whom only two/three are now active.

We have 20 signed up for our faction, but many are there just to learn - fair enough and quite a number just fade away.

So lets just be mindful of the total potential active pool of players. I 'd guess around 25 at present.

Maybe the Mods could give a global view.

Also many of those vocal in the lead up to the last game, signed up but disappeared.

arginine is offline arginine
Prince

Apr 2004
time: 05:37
  Old Post 19-03-2005 03:42
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blind research would be nice. The progies can use directed research anyways .

My idea is that each of the humans has a faction that they control, but can only do limited micromanaging. and allow movement (and only movement) of all combat units every several years. I think this should be determined by rolling a dice by one of the mods. I think that when a human AI is allowed to move, it should be kept secret. If a unit has to be moved, it must either be automated, put on standby, or on hold.

I guess we could allow the human full control over probe teams and transports containing only probe teams 1/2 of the time (with dice rolling). And maybe let infiltration last for just 5 turns...

Oh yes, the humans would be required to act their faction part. There could even be a private 'planetary council' forum.

And no, the humans wouldn't be just bystanders 3 allied human factions could win through diplomatic victory (to prevent the humans from just 'teaming up'.

arginine is offline arginine
Prince

Apr 2004
time: 05:37
  Old Post 19-03-2005 03:50
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1) There will be only 2 teams (instead of the current 4) to divide among the players.
2) The humans should be mostly automated (requiring far less effort) and hopefully use just a single player.

Ideally, I would see a game of team 1 vs team 2 with the 5 people controlling the 'humans' doing a bunch of negotiating in a REQUIRED roleplay mode. In fact, I think the human AIs should go to the people that can roleplay their faction the best.

Also, if a human AI is late in taking their turn, a mod can play the turn for them, automating any units that need to be moved.

Hell, there'd be a Prog 1 forum, a Prog 2 forum and a 'planetary council' forum can be activated once all the humans meet each other.

quote:
In a real roleplay, there's no way in hell Morgan and Gaia would Pact.


I think that they could pact, Morgan would just have to switch to a 'green' economy and have low ecodamage levels.

Last edited by arginine on 19-03-2005 at 04:04

Snoddasmannen is offline Snoddasmannen
Prince

Jul 2004
time: 06:37
  Old Post 19-03-2005 10:56
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quote:
Originally posted by Hercules
I think this Human/AI idea is not really a goer over a period of 18 months.

(snip)

So lets just be mindful of the total potential active pool of players. I 'd guess around 25 at present.


How about if the limited players also act as mods? Or perhaps rather, put the mods and a few other guys in charge of the limited factions. This would even help keep the mods active. So say we lose 5 players to Hollywood duties, there'd still be 20 players left (though I cautiously consider this a slightly pessimistic estimate judging by activity in Sparta). 20 players should be enough for 2 or 3 teams.

quote:
Originally posted by arginine
My idea is that each of the humans has a faction that they control, but can only do limited micromanaging. and allow movement (and only movement) of all combat units every several years. I think this should be determined by rolling a dice by one of the mods. I think that when a human AI is allowed to move, it should be kept secret. If a unit has to be moved, it must either be automated, put on standby, or on hold.


Would these players play to win?

My concern is that this would result in a pretty stupid player anyways. They certainly wouldn't be able to play the game consistently with their role-play. "We will destroy you and your feeble legions! ... as soon as our troops get around to it.".

I think it would be better to go with fully human controlled factions, which do things consistently and more interestingly than an AI or a semi-automated player.

As for a single player controlling every faction, I'm really concerned that this would cause activity problems ... There could certainly be a single player officially in charge of every team, and who by default plays the turn. Perhaps he is given some time where no other member in the Hollywood group can play his moves. This could certainly be agreed upon within that group. But I think it is important that these teams do not take too much time.

The suggestion by Mart that any available 'limited' players play the turn as soon as it pops up, is still very good imo, with the possible reservation of allowing the official player some time before his faction is 'played'.

quote:

Ideally, I would see a game of team 1 vs team 2 with the 5 people controlling the 'humans' doing a bunch of negotiating in a REQUIRED roleplay mode.


I agree that negotiations are by far the most important part these players should play. However, backing the negotiations up with some consistent game-play is also good. Imagine all the deals you can strike with a player that you could not with an AI. Remember Mr. Moneypenny?

quote:

In fact, I think the human AIs should go to the people that can roleplay their faction the best.


Audtions, anyone?

EDIT: I misquoted, give credit where credit is due

Last edited by Snoddasmannen on 19-03-2005 at 12:18

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 19-03-2005 11:58
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The more I think of this idea of single human controling a faction so that "AI" is enhanced, I feel it should be like permanently pacted all of them, and played by the same player. This way there goes problem of all those additional diplomacy between all those single-player played factions. If there are going to be like 5 of them compared to 2 regular teams, imagine how much diplomacy would be outside of those 2 teams. Having one player doing it all, in the name of some "Union" would solve all these problems.
And the increase of game speed. It is worth it.

One player playing 5 factions? Could be tiring, but this function might go from one Mod to another if someone got very tired...

Snoddasmannen is offline Snoddasmannen
Prince

Jul 2004
time: 06:37
  Old Post 19-03-2005 12:31
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quote:
Originally posted by mart7x5
The more I think of this idea of single human controling a faction so that "AI" is enhanced, I feel it should be like permanently pacted all of them, and played by the same player. This way there goes problem of all those additional diplomacy between all those single-player played factions. If there are going to be like 5 of them compared to 2 regular teams, imagine how much diplomacy would be outside of those 2 teams. Having one player doing it all, in the name of some "Union" would solve all these problems.
And the increase of game speed. It is worth it.


This is certainly not a bad option But I'm not sure I think the idea of all of them being permapacted from day 1 is such a fun thing. The way they could be used by the real teams gets limited. One of the teams might want to form an alliance with one limited faction against another for instance ...

Rather than them being pacted, there could be just trivial diplomacy between them. Remember, relations between these factions is not really concerned with making good decisions, but rather good rp. So any decisions will probably be made very quickly, or perhaps I should say as quickly as the limited players would like.

quote:

One player playing 5 factions? Could be tiring, but this function might go from one Mod to another if someone got very tired...


The risk is that this player is missing. One of the other mods should step in, but could be slow to do so. Give x number of players all equal responsibility and human nature will tend to insure this makes people more responsible.

freshman is offline freshman
Warlord
SF
Jun 2001
time: 21:37
  Old Post 19-03-2005 13:05
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If humans play all factions, 1 human controlling 5 of them, doesn't the 5 have a major advantage over the other 2? I understand the time acceleration, and the challenge factor, but just dont understand the odds... 5:2 ?

GeoModder is offline GeoModder
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Jan 2004
time: 06:37
  Old Post 19-03-2005 20:19
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Yeah!

arginine is offline arginine
Prince

Apr 2004
time: 05:37
  Old Post 19-03-2005 23:44
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quote:
Would these players play to win?

My concern is that this would result in a pretty stupid player anyways. They certainly wouldn't be able to play the game consistently with their role-play. "We will destroy you and your feeble legions! ... as soon as our troops get around to it.".


Since when is the AI ever able to be consistent with ITS threats and boasts? A player will be an upgrade in intelligence. Instead of being an increadibly stupid faction, the faction will be just somewhat stupid and difficult for humans to easily exploit.

By using lots of automation, the human spends a little amount of time playing. If someone has to play a turn, but misses a deadline, a mod can play it and everything that needs to move will be put on 'automate unit'. Heck, a person might opt to let a mod play a turn, hitting 'automate unit' on all the units that need to move.

If the humans try to win, they have a specific role to play in the game. Hopefully, no one will spend to much time on the human factions...

I don't see why we would want to remove the intra-human diplomacy. That's part of the intrigue. If only 2 or 3 human factions can win jointly, there shouldn't be any ganging up.

It is possible to give some of the human factions some secret goals, or hidden agendas. (ie the Spartans are promised transcendence by the Usurpers in exchange for their cooperation).

quote:
Ideally, I would see a game of team 1 vs team 2 with the 5 people controlling the 'humans' doing a bunch of negotiating in a REQUIRED roleplay mode.


They wouldn't have to roleplay ALL THE TIME, but some roleplaying would certainly be required.

Last edited by arginine on 20-03-2005 at 01:36

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 20-03-2005 00:11
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From the discussions, I think we are moving towards a two team ACDG game.

The detail about the rest of the elements : human-AI-RP or my suggestion needs to be explored.

And before you comment, take a look back at who is still posting in the open forum and in the private forums.

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 20-03-2005 00:23
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The number of people currently posting might well be dependent on the current team and game structure...

Hercules is offline Hercules
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in Tir Na Og
Sep 2002
time: 05:37
  Old Post 20-03-2005 01:33
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Andid: Granted but look back at the ACDG1 & 2 forums towards the end of each game.

Towards the end of the ACDG, there were less than 10? players involved. And it was frustrating to turn up to a IRC forum to play 10 turns with just 4 or 5 players.

So let us not paint a rosy picture of the past two ACDGs.

OTOH the recreation forum in the first ACDG was a very lively place and spawned many debates, in which Archaic and Drogue featured heavily.

The absence, generally of a common forum in ACDG2, stifled debate until near the end, with the UN resolution.

It is only just recently that all human factions in this game have confirmed contact with each other, that the public forum space can be used.

However with all the diplomacy going on behind the scenes, there is less need for public debating chambers.

But we could discuss a general attitude and strategy towards Mr Yang, for instance or any of the other AI factions.

My point being, don't rush into a new ACDG without a proper analysis of the past two as well as this one.

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 20-03-2005 02:20
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Question is - which goals do we want to achieve with ACDG4?

There are lots of possibilites between the two extremes - "finding out which team is best" (current) and just "having a good time together" (first?).

Perhaps we should conduct a survey why interest fades towards the midgame - especially because there is much more to do, compared to to the two colony pods and the lone scout at the beginning.

A spontaneous theory of mine would be that the forum structure here only allows up to five persons to effectively work together with no opinions unheard and no input lost - the same is more or less true for a chat (I have seen chat logs in one ACDG2 forum).
I could think of using Wikis instead, for example.

I am here for less a year - so this theory might be completely untrue and I haven't witnessed previous games.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 20-03-2005 03:05
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Let us leave the details until the general set up is decided.

For example I am in a game at MY2267 under blind research and it is a PIA at this stage. We have not discovered MMI yet. OTOh I am still alive.

Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 20-03-2005 05:18
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quote:
Originally posted by AndiD

***

Perhaps we should conduct a survey why interest fades towards the midgame - especially because there is much more to do, compared to to the two colony pods and the lone scout at the beginning.

***


Even when I'm playing SP my interest in the game takes a dip towards mid game. Usually by then, I have discovered just about all of planet, found out where all the other factions were, and the outcome of the game as already decided.

Perhaps we are seeing the same thing happen in these ACDG games. Allowing collaborative victories could delay the point where the game is decided, but that point would still eventually come.

The game is exciting at the beginning, even with only 2 CP and the scout, because there is so much that is possible. After the game progresses and it becomes apparent how it's going to turn out, it gets boring. Think of how low your interest sinks when your are playing SP and you know you have the game won but are just waiting around for the oppurtunity to end it. The same thing happens in DGs. It's even worse for factions that are second, third, or fouth place (again allowing collaborative victory could help this, but won't remove it).

Mead

PS
The only time I kept interested in an SP game until the end was when I was playing a One City Challenge. I will usually play the SP games to the end but will end then as early as I can (diplo victory) because it becomes more of a chore to continue.

Snoddasmannen is offline Snoddasmannen
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Jul 2004
time: 06:37
  Old Post 20-03-2005 05:39
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quote:
Originally posted by arginine

Since when is the AI ever able to be consistent with ITS threats and boasts? A player will be an upgrade in intelligence. Instead of being an increadibly stupid faction, the faction will be just somewhat stupid and difficult for humans to easily exploit.


My point is simply that a partially automated faction is probably considerably worse than a manually run faction, or more importantly, considerably less fun to play with/against. Of course I agree that both of these options are far better than an AI team.

But for instance, how do you carry out an invasion or respond to unexpected events if you have to automate your moves with a certain degree of probability? It just seems too limiting...

Perhaps if you explain the main advantages of using automation extensively, rather than controlling the factions manually, you could convince me that this is a better path.

quote:

By using lots of automation, the human spends a little amount of time playing. If someone has to play a turn, but misses a deadline, a mod can play it and everything that needs to move will be put on 'automate unit'. Heck, a person might opt to let a mod play a turn, hitting 'automate unit' on all the units that need to move.


Another way to solve this without resorting to automation (which I consider too restrictive) is to use a pool of players (mods and volounteers) who are all roughly equally capable of playing the turns for the limited teams. Read the discussions earlier in the thread for more details on this approach.

quote:

It is possible to give some of the human factions some secret goals, or hidden agendas. (ie the Spartans are promised transcendence by the Usurpers in exchange for their cooperation).


I always liked having hidden goals for factions. But I rather prefer to think of the limited factions as actors, who are not trying to win the game at all, but are only played to act their part and add to the experience. This would be their only purpose, not to win the game.

quote:

There are lots of possibilites between the two extremes - "finding out which team is best" (current) and just "having a good time together" (first?).


Wow. For me, it's having a good time. I hadn't even considered any other option, even for this game

Maniac is offline Maniac
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Gent, Belgium
Jul 1999
time: 06:37
  Old Post 20-03-2005 06:02
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quote:
Originally posted by Mead
Perhaps we are seeing the same thing happen in these ACDG games. Allowing collaborative victories could delay the point where the game is decided, but that point would still eventually come.
...
It's even worse for factions that are second, third, or fouth place (again allowing collaborative victory could help this, but won't remove it).


I have very little PBEM experience, but wouldn't collaborate victory place the point when the game is decided earlier instead of later? After all, with more than one faction it's easier to reach the critical mass necessary to beat or hold off all remaining opposition.

GeoModder is offline GeoModder
Emperor
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Jan 2004
time: 06:37
  Old Post 20-03-2005 07:12
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Last DG, by this year the losing side already knew they were doomed and interest in general dropped all over. Even the Hive had trouble manning their departments.

In a way the endgame came down to 2-3 players in the Hive, 1-2 in the 'Borgs and 1 in the Pirates, save for the 'obligatory' comments towards the people really playing.

This one seems to hold on way longer, and I think a strong AI faction and no obvious faction blocks are the reason for this.


In general I think we're better off with a faster progressing play, and this means a lot less teams in the game given the time generally needed to run a turn.

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 20-03-2005 15:54
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So how about something radically different:

No AI, large map, up to 7 teams, all human, all with a faction size of about 5-6 people and a turnplaying time of 24 hours sharp - maybe 1 or 2 turns that may take 48 hours are allowed every ten years ("critical turns").

Each team would consist of people that are roughly online at the same time (timezone, working hours etc.)

Roleplaying gets a strong emphasis - Cooperative victory would have to be debated (no? 2 max? 3 max? all?).

General Advantages could be:
+ smaller faction size => less "fading" interest towards midgame

+ shorter turnplay time makes for faster game (7*24 h = 168 h; 4*48 = 192 h now!)

+ more factions => more ideologies => more diplomacy => more chance of switching sides => less idea of actual game outcome

+ even with little roleplay from some factions there would still be some roleplay. Heck, with six or seven people representing their factions, we could even do kind of weekly council or something.

+ Cooperative victory off would ensure fierce battle till the end

+ Cooperative victory with up to 2 (3?) teams would allow long-term diplomacy (although long-term diplomacy might be still feasible wihout coop just to crush five teams first and then turn against each other)

I don't know whether techstag or blind research would add or spoil the fun...

(Imagine something like Pirates, Drones, Sparta, Morgan, CyCon, Gaia, Believers thrown together and being actively roleplayed...)

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 20-03-2005 16:44
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Maybe even better: Every team gets 300 (350?) hours of turnplaying time per ten years and may decide how many time they invest at each turn. Every team keeps track in the turn tracking thread when posting the current turn.

So if they are slacking or take time for critical turns they have to rush through the latter turns of a decade.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 20-03-2005 17:01
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I agree with keeping a record of turnplay time and even an allocation of hours as suggested. We would just need to be careful about time zones and allow a little flexibility in that regard.

I mean if the turn for my faction was posted at 05.00GMT, it would be a few hours later before I would be able to play it.

Drogue is offline Drogue
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Oct 2002
time: 05:37
  Old Post 20-03-2005 17:31 Visit Drogue's homepage!
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Single player Most people here haven't tried an SMAC SP DG, and we've just had two multiplayer options. Having a human AI still gives us the biggest problem, that of turnplay - we can only do one turn at a time. The 7 turn turnchats we're great, playing as a team was nice, and gave us more discussions and a more activity, and the RP element was *much* greater.

SP with parties, we haven't tried it for ages while we've been having team DGs, and since most here haven't tried it, surely we should give it a chance?

Beef up the AI, bring back the peacekeepers and let democracy florish

Drogue is offline Drogue
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  Old Post 20-03-2005 17:48 Visit Drogue's homepage!
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quote:
Originally posted by AndiD
Question is - which goals do we want to achieve with ACDG4?

There are lots of possibilites between the two extremes - "finding out which team is best" (current) and just "having a good time together" (first?).

Not really. The first was run like a democracy game - elections, parties, agenda's, everyone competing for power, but us all debating and discussing, and then playing the turn in a turnchat, so we did 7 turns every week. Yes, towards the end (we're talking 2200+) interest dropped off a lot, but less so, IMHO, than the last DG.

An SP DG avoids the main problems - slow turnplaying, not being able to converse until 6 months into the game, lack of discussion, very few people in a team, leading to less diversity of playing styles, and vastly less RP. Plus the main thing for me, the nastiness. In both DGs people have been trying to do bad to other teams, things like trying to put penalties on them, asking mods to punish them, etc. It's not sportsmanlike, and more importantly, it's not pleasant. ACDG2 was much worse than 3, which is why I refused to play in a team in a DG again - I got nasty emails and personal crap.

I'm enjoying modding this, having a birds-eye view of everything, seeing how different factions work and play the turn, the strategies involved, etc. However there's a huge lack of any RP, any anything communal. It'snot a patch in terms of involvement, fun and activity on ACDG1, with parties, voting, elections, huge debates about the philosophy behind decisions, and learning a lot more about playing the game, as there were many more people in your team to learn from.

Yes activity dropped off a lot at the end, but you must remember this was in 2200 something, and activity was still very high at 2160, as it is in this. Of course when the result is obvious interest drops off, but it was much higher at the same times in ACDG1. Moreover, even right at the end with 10 people, that's still more active people than in any team currently. Having 5 active people makes the game pretty boring, IMHO. Having ~25, as we'd expect all being in one faction, is a lot more interesting.

Please, most people here haven't tried the SP DG and seen how it worked, at least give it an opportunity. Maybe it's just me, but the enjoyment seems to have been seriously lacking from the last two ACDGs.

GeoModder is offline GeoModder
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Jan 2004
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  Old Post 20-03-2005 18:42
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It has my vote for sure.

Net Warrior is offline Net Warrior
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Sep 2003
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  Old Post 20-03-2005 18:47
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I'll sign on for a SPDG

Drogue is offline Drogue
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  Old Post 20-03-2005 22:25 Visit Drogue's homepage!
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AndiD: Even with 48 hour turns, we constantly have problems and extensions. Smaller teams usually mean more people losing interest, and dramatically increase the consequences when it happens - we've had teams close to dropping out due to lack of interest in both team DGs. We don't have 6 or 7 people per team, we currently have on average about 4 or 5 active in each, and that's with 4. 7 teams would mean we'd end up with 2 or 3 people playing each team, no roleplay (we can't communicate on the main forum until all 7 meet each other), teams having to drop out and, IMHO, a pretty boring game.

I can see the reasoning for having two teams, but we still have the nastiness and splitting of the group and we still have to play one turn at a time, so it's slow play. SP DGs remove that, and with a beefed up AI, it'd be great. I learned so much for ACDGI and I'd love to try and hold one again.

arginine is offline arginine
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Apr 2004
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  Old Post 20-03-2005 23:03
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The standard computer AI is increadibly stupid. I just want the next demo game to include some opponents smarter than the average AI.

I must say, playing against an unpredictable, yet intelligent opponent (human) makes the gameplay more interesting and, albeit, more demanding... No computer could have pulled off the surgical strike on Morgan Industries.

Net Warrior is offline Net Warrior
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Sep 2003
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  Old Post 20-03-2005 23:39
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In addition to beefing up the AI in the proposed SPDG, we could try something like forbidding the team from building crawlers. That would give the AI a real chance to get any special project (which the team would then have to try to steal away from them) and in general make the AI much more competitive.

Maniac is offline Maniac
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  Old Post 20-03-2005 23:44
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quote:
Originally posted by Net Warrior
In addition to beefing up the AI in the proposed SPDG, we could try something like forbidding the team from building crawlers.


If you want to take away strategies that benefit the human over the AI, you should also take away popbooming, podbooming, unit upgrading, stealing technology... actually, everything that makes the game fun and gives it strategical diversity. If you want to give the AI a better chance by making the game boring, why not play Civ3?

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 21-03-2005 00:04
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quote:
Originally posted by arginine
The standard computer AI is increadibly stupid. I just want the next demo game to include some opponents smarter than the average AI.


What you want is an PBEM then. A democracy game is in the first place a lot of interaction between players, something that even weares off between players in the typical PBEM.

 
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