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musicman1019
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Scottsdale, AZ
Aug 2001 time: 22:15
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17-08-2001 09:23
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#1
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Annoying Tactics of Civ 2 enemys to continue in Civ 3?
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Tired of ads?
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Everytime I play Civ 2, there are some AI stratagies that I found to be very immature at best, with such disregard for life and the enviroment.
For example, during the modern age, when I capture the third to the last city of an emeny, every turn that enemy launches three nukes into each of the surrounding cities, usaully blowing themselves off the map and then leaving a mess to clean up.
Question, what kind of annoying stratagies do you see the enemy (or yourself) taking that needs to be improved, or included?...
and,
Question to the developers, will these kind of drastic stratagies still be in use for Civ 3 or have the opponents benifited from some of that culture (which I think is a great improvmetn) that everyone is talking about?
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Kenobi
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quote: Originally posted by musicman1019
For example, during the modern age, when I capture the third to the last city of an emeny, every turn that enemy launches three nukes into each of the surrounding cities, usaully blowing themselves off the map and then leaving a mess to clean up.
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True, True - this thread is spot on. It is absolutely infuriating when the AI attempts to frustrate your attack by nuking their own cities after you've just taken them.
Another one is counter-attacking futilely rather than conserving its forces and defending in depth. How many times have you seen the AI build fortresses outside its own cities and then never use them defensively?
The AI tactic that really irritates (and it's cheating) is breaking a cease fire to attack, then suing for peace after capturing a city knowing you're a republic/democracy and that your dovish politicians will call yet another cease fire.
And lastly (though I'm far from finished), why does the AI always use its nukes on cities? I could have a carrier loaded to the gills with stealth bombers parked off the coast next to his capital, but the AI civ will rather attack one of my cities with a rifleman in it.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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quote: Originally posted by campmajor!
Also a stupid action of the AI is having a large fleet group around my city and sending dozens of destroyers to attack, while saving the battleships. And they shouldn't even attack, because at first attack they should notice that I have a coastal fortress with a mech infantry in it...
One thing I also noticed several times is that their cities cause a lot of pollution points, but they don't get polluted tiles...
Is this a cheat? |
The destroyer thing was supposedly patched with an update to Civ2.
Re: the pollution - yes it is a cheat. One of the biggest drawbacks of Civ2 was that you could 'see' the computer cheat. Like their production that could be freely distributed over the enemy cities...so that the little 2 pop size coastal-3 shields producing city got to build the United Nations. I hope the AI will improve in Civ3, so that the AI is good enough without excessive cheating.
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DrFell
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The developers probably limited the AI to nuking cities to make the end game more interesting - otherwise the AI with it's ability to see all your units coming could just nuke them all, which wouldn't make for very interesting modern warfare. Basically they realised just how bad nukes were for the fun factor, and limited them appropriately (even went so far as to include a perfect defence...).
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DrFell
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No AI pollution was another 'fun factor' issue, remember the AI is bad at cleaning up pollution and doesn't care about global warming. And it's bad at controlling it's pollution levels too, all this pollution added together from 6 large AI nations would be a disaster, causing multiple global warmings very early on, spoiling the game. So it was better that the AI didn't suffer pollution although not exactly ideal.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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quote: Originally posted by DrFell
No AI pollution was another 'fun factor' issue, remember the AI is bad at cleaning up pollution and doesn't care about global warming. And it's bad at controlling it's pollution levels too, all this pollution added together from 6 large AI nations would be a disaster, causing multiple global warmings very early on, spoiling the game. So it was better that the AI didn't suffer pollution although not exactly ideal. |
I agree...though it also meant the AI never built any improvements to eliminate/lessen the mess. So upon takeover, the problem would instantaneously be huge, which was less pleasant. Add some enemy nukes and global warming was 3 turns away all of a sudden.
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musicman1019
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Scottsdale, AZ
Aug 2001 time: 22:15
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Don't you think that in Civ 3 an AEGIS cruiser should be able to protect a entire convoy in ajoining squares? That would be more like real life, because one battleship is not escorted by 8 AEGIS cruisers in real life (on top of each other)? Since we see artilery being able to attack from tiles away, maybe we can look forward to this with missle defense as well?
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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quote: Originally posted by UberKruX
blah.
the AI had unlimited moves for fighters / missles. thats always gay.
ever see a nuke fly out of nowhere?
dont ASSUME the AI is using a sub or a carrier. save the game, cheat, and reveal the whole map.
the missle came from the enemy continent. more than 40 spaces away. |
No. Revealing the map is not a valid check. You have to watch the computer moves. What you will see is that there is indeed a sub/carrier/city in range at the time the missile actually hits (even though maybe not on the turn before). The cheat however is that any AI missile can be 'magically placed' at any parking spot and can thus fire from a sub that was carrying nothing at all. Also, the distance is linearly calculated...blocking units have no effect -the rocket just drops out of thin air on its target square.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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quote: Originally posted by Laszlo
The AI should be able to judge (not perfectly ) its chances of victory in a battle. Once I built a city on a mountain at a chike point with city walls and everything else. One civ spent 60 or so of the same unit against those walls over the game, plus many others.
Once it sees the ineffectiveness of its attack, it should never attack with the same or lower-powered units again unless it thought that only the last defender remained and was damaged enough to be defeated.
And it should make accomodations for time, knowing that units will heal after a few turns or that there may be new units or defenses. We really must put a stop to this Artificial Idiocy. 
Plus, there should be a way to see the coastal fortress! Air defenses could be hidden, but a fortress should be visible from the outside just like city walls.
Laszlo |
Yeah I largely agree, but I do hope this will not be accomplished by giving the AI all advantages of an all-seeing eye. I just hated to see the AI cheat by being able to seek out my weak units/cities, while it was obvious a human player could never have had the garrison/strength and location information the computer used.
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