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Pyrodrew
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I've never seen the AI use artillery effectively & never in a clever way. Yet, when viewing the AI Armies when I have a spy planted I see they build TONS of artillery units. 1 Civ had about 1/3-1/4 of their army as artillery! Often these artillery just become trophies for me to use against them later.
So wouldn't preventing the AI from building artillery ((using the editor)) actually improve the AI?
If it's not building artillery...
it may build more buildings - Culture, Science, Factories, Wonders, etc.
it may build more military units it uses better - Riflemen, Tanks, Cavalry, Infantry, etc.
Yet, if I'm the only 1 who is able to make artillery, that seems like unfair advantage... but letting an AI waste it's production on building tons of artillery it never uses right seems worse. Perhaps turning off artillery completely would be more fair. Artillery is not as powerful as it was in Civ2, Civ3 Catapults & Civ3 Gunpowder are not the pivotal points they were in Civ2.
I am very tempted to try this, but I believe others here have probably played more games than I have. Have I just experienced some bad luck in terms of the AI's uses with artillery? Do others find the AI benefits from their artillery more than if they had another unit defending that city instead?
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randommushroom
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Yah, if Soren could teach the AI to use artillery on offense too, it would make the game much tougher, or even how to use it more effectively as a defensive tool.
But like the original post says, the AI as it uses it now is basically wasting shields, and providing me free artillery units when I invade. So perhaps turning off the production of artillery could make the AI a little stronger.
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bigvic
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Columbia, S.C.
Nov 2001 time: 00:18
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29-03-2002 03:47
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#4
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Artillery, a tool for balancing a cheating AI and other varients of unfairness.
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Got spare money?
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Yeah, its dissapointing the way the AI ca't use such a useful unit. As it is, I take full advantage of this deficiency, especially at high levels of difficulty. I'm a big fan of combined arms, anyway. I remember one game as the Germans when, on the way to a late game conquest, I had the wonderful luck to find myself w/ absolutely no freakin rubber to build infantry. Thank God I had a load of upgraded-from-cannon artillery to compensate. Between my deadly barrages, hordes of obsolete riflemen artillery guards, further hordes of cavalry and cavalry armies, supported by ironclads when possible, I was able to, with titanic effort, defeat the rubber rich Indians and finally secure my very own precious rubber. In the process, incidentally at the same time I finally took an Indian rubber resource, I managed to open an incredibly intrusive fortified colony on the other side of the world chock full of the rush bought improvements needed to get my lovely rubber back to the fatherland. Anyway, the AI's inability to use his artillery saved my butt, as, all other factors held equal, I would have been wiped out (I had already whizzed off the rest of the world, so no trades, skippy).
As an interesting aside, I noted in this game that CivIII is probably the only place one can find the two sentences, "Ghandi is a known cheat and liar. We should deal with him carefully.", which, for some reason, I found especially hilarious at the time
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Pyrodrew
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Example, the Radar Artillary is 16 bombard and 2 distance.
So, I did 16 attack and 2 defend.
Good idea. Did you also switch the Artillery Units from being Artillery Units to Offensive Units? If not, wouldn't the AI continue to keep the Artillery in cities for the most part. A 16/2 sitting in a city doesn't help much.
Personally, I would like to keep artillery units as artillery units so I can continue improve my skills with them if/when a MP game is released. By disabling artillery for the AI it simply removes 1 weakness they have & makes me not rely on depending for those artillery trophies if/when MP comes out.
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Elucidus
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What would happen if you just change them to offense in the editor? Would the AI bring them on offenses by themselves? Would they try to attack normally instead of bombarding? I wonder.
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Coracle
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I once in Editor told the French to "build more artillery".
When they went on a campaign, circa 1700, I checked to see what they were doing. The stupid AI left from 4-6 cannon units in half a dozen cities. It brought NONE on the invasion it was launching.
Note: cannons/art/ is great for blasting enemy unts that are massing to counterattack you. I assume the AI hasn't figured that out.
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bigvic
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Columbia, S.C.
Nov 2001 time: 00:18
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quote: Originally posted by Thrawn05
No, just reg attack.
Example, the Radar Artillary is 16 bombard and 2 distance.
So, I did 16 attack and 2 defend. Then I deleted the bombard values. Because I won't want them being too powerful. |
Wait, are you sure? I mean, have you tried? I was just thinking, ships attack and bombard, and seem to do so right effectively under AI control. Even the caravels and galleons I modded to do so. I had to specify that they were both naval power and transport. Perhaps specifying multiple missions, (offensive, defensive, bombardment) would do something. Of course, if it can't do it, the whole idea is moot. If it can, I will playtest. Opens up all sorts of possibilities, like giving some basic slow units minor bombard capability to represent intrinsic artillery as opposed to massed artillery of specific bombard units. 
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bigvic
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Columbia, S.C.
Nov 2001 time: 00:18
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OK. So I tried to implement what I said above. Gave all bombard units a low attack factor, checked boxes offensive, defensive and bombard. Just for sh_ts & giggles, gave some foot units a minor bombard capability (intrinsic artillery, just an idea I got). It works, in that no game crash, but the AI still has no sense of how to use artillery. I gave the catapults only a 1 attack factor, actually upped bombard factor in hopes that some programming might let them function "logically", ie not as simply attack units. No dice. AI just spit 'em out & used them like they were swordsmen. Oh well, just have to wait til Soren decides to fix it, if he does.
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