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nato
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West Unite
Aug 2001 time: 00:19
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Short Version:
Just because a feature is in the game, doesn't mean the AI has to use it, or even should use it. Let it ignore the fancy stuff completely and excel at the basics ... but still provide the fancy features for the human player to use. For expansion packs, add new interesting features for the player to use, but don't bother the AI with it.
Long version:
Why not design the game so that there are many features, but the AI simply ignores the complicated ones that it could not make intelligent use of?
Artillery is what made me think of this. The AI was actually weaker because of its poor use of the concept, than if it had ignored it altogether. But artillery is a great game feature, and not including it would have lessened the game.
So keep interesting features, but let the AI ignore it!
The obvious complaint will be that this gives the human player options and an advantage the AIs won't have. This is very true ... however ...
Human and AI players are already inherently different! They already "think" completely different, "see" the map completely different, and make decisions completely different. Giving the player some extra capabilities is really a minor detail, as long as you are careful that they are not too powerful compared to not having them, like SMAC's vaunted "chop and drop" tactic. Having a feature the AI lacks doesn't mean it has to be overwhelming.
Again consider artillery. Even when AI didn't have it, it could still compete, just by being smart and efficient with the basic tools it does have. Further, it is sure to have advantages the human doesn't.
Imagine if you didn't have artillery, or some other non-basic feature. You could still put up a good fight. And if you got cheaper units than the artillery guy, its not really clear who has the advantage. It changes AI cheats into AI advantages compensating for your extra options.
Yes, it is very good to make human and AI players as similar as possible. I fully realize and want that too. However there are two problems:
1. It can never really happen anyway because the AI is a computer and you are a human
2. It is not worth trying to achieve this if the cost is fun and interesting game features.
I would much rather win because I made smart decisions using somewhat complicated features to overcome an AI who was a master of the basic features and had advantages with them. This would be much more satisfying than overcoming an AI who has the exact same tools, but can't possibly be as smart as a human like me.
Therefore I say add some complicated features in expansion packs! Give the game the complexity that people miss from SMAC and Civ2! Just don't bother the AI about it ... let him remain excellent at the basics.
This will add features, make good blurbs on boxes, quell complaints, and add a lot for multiplayer, where its all humans anyway. And it should make programming new features less difficult, because the AI doesn't have to worry about it at all.
This way you could get the best of both worlds.
Thanks for reading.
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Ijuin
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Tokyo, Japan
May 2002 time: 14:19
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Regarding the AI not using features such as bombardment properly, I would suggest that the AI be changed to use artillery and air units in a simpler, more defensive manner. Instead of asking the AI to use such units to atack the player's cities, the AI should simply build artillery and fighter units and leave them garrisoned in its own cities as defense against the player's attacks.
In Civ III, any time an enemy unit attacks a unit that it stacked with an artillery unit, the artillery gets a free turn of bombardment to counterattack, which softens up the attacking unit (I forget whether the artillery gets to counterattack once only, or once for each defending artillery unit). Also, a defending fighter aircraft assigned to Air Superiority has chance of intercepting, and thus preventing, a bombardment by enemy aircraft within its intercept range.
If the AI were to merely create artillery and fighter units and leave them stationed in cities as defense, it would make things much simpler on the AI than forcing it to figure out how to use them offensively. I, for one, would enjoy seeing my first attacking unit forced to advance through enemy fire when I attack cities.
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Capt Dizle
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Who cares about the AI?
Walks away shaking head.....
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Capt Dizle
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Soren and folks dumbed the game down to enhance our single player experience. In other words, to help the AI.
I actually agree with Nato about the need to add back features and complexity to the game. But Nato says:
"A major thing holding back features for MP humans to use is that the AI must be able to use it."
This is untrue. Soren, probably working on orders from Sid to make the game as lite as possible, is the one that insists on the AI being able to use things. In other words, dumb it down.
The reason you won't see added complexity is that Firaxis is not the company it once was. Shallow games with little replayability is the goal, so that you will buy another game soon.
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SirSebastian
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Actually, in 1.21f the AI does use artillery somewhat offensively. =P Of course, that was just used as an example. And, does that jimmy guy have to post everywhere that MP is all that counts?
SMAC was a good game, but Civ III is better. I certainly can understand O.O. being sad about it, but at least he understands what Civ III is. It's "streamlined." Personally, I like the different direction Sid went with it. However, he should be cautioned against dumbing down the game... but I don't think he did this (how could you ever say he did with resources + culture?). It is unfortunate if he truly thinks that SMAC was a failure, it wasn't. It was just different. There is room for both the streamlined and the complex, and SMAC did some things right that no other game has done, IMO. Civ III, however, is just beautiful.
PS - I do a killer Nwabudike Morgen (sp... haven't played SMAC in ages...), "Human behavior, is economic behavior"
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nato
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West Unite
Aug 2001 time: 00:19
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Well no one but Firaxis really knows why design decisions were made the way they were. The game could be simple because:
1. By intentional design
2. For the AI's conveniance
3. Ran out of time
Probably some combo of all three. I guess I tend to think it is more 2 and 3, and hence my post. If it was 1, maybe the less than perfect reception of the game will make them want to change course. In any event, expansion packs offer a real opportunity to change their decision and add features, if they wish.
Endless moaning about Firaxis-is-evil is useless. It just turns all threads into the same discussion. We've heard it all before. I say this even though I lean to the whiners side slightly! In any event, since my idea is arguing for change, it seems counter productive for whiners to turn it into the same old argument.
Anyway, if you really believe there is no hope ... WHY ARE YOU HERE? GET A LIFE!
Artillery is just an example! Replace it with terraforming, social engineering, espionage, specialized units, specialized city improvements ... any concept beyond the basics, that might be too complicated for an AI to use intelligently, but adds fun for the human.
I know, you might not like one of those examples either, and be just dying to say so, but in general more options = more strategy decisions = more fun for the human players.
quote: Peeling away unnecessarily complex features of a game so that the AI does not have to deal with them I can understand. In some ways it has made Civ III more challenging to play than previous Civ games
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You have a good point ... I just don't agree because it basically forces humans to operate on an AI's level. If the AI can't handle it, poof! its gone. It seems backwards to me to design the game around the AI instead of the human player. This leads to jokes like "fun was decided to be an unfair advantage since only the human player could enjoy it, so it was programmed out for the AI."
Being streamlined does have advantages, I admit. I guess I am just casting my vote for features over simplicity.
quote: Perhaps the answer would be to give the AI units and basic abilities unavailable to the human player. Not necessarily as cheats but as advantages unique to the AI to make single play as exciting as possible
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This would work for me. Cynical people describe the game as AI expoits versus AI cheats. I would rather it be human strategy & options versus AI advantages at basics.
I look at it this way... imagine a war between two forces. One side is small but very elite and clever. It uses tactics, weapons, and capabilities the other side doesn't even know about. The other side is not stupid, but fairly simple. It uses a few simple but effective tactics and basic weapons ... and it uses lots of them because it has more troops than the other side.
So it is a battle of brains versus brawn. I find that compelling. I would love to be the first force, using my clever strategy and special weapons to outfight superior but simple numbers.
Since humans will always be smarter than AIs, arming both sides with the same options will never work. It will have one of two results:
1. The game is on the humans level, and the AI is doomed
2. The game is on the AI's level, and the human is bored
Arming both sides with different options, to take advantage of the human's and AI's unique strengths, can give an overall even match, and an interesting and tough challenge.
Thanks a lot for reading and replying, sorry this one was so long.
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nato
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West Unite
Aug 2001 time: 00:19
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Wow thanks!
Those are good points, especially the second one. There are always unintended 2nd and 3rd order side effects...
I was under the impression a lot was removed and changed for the sake of the AI. I guess I got this impression reading posts here.
It might be tricky to make the human options and the AI options mesh ... but I think it could be overcome. Especially if, in general, it is just the AI not having options the player does. For capturing cities, for instance, the human player would get a city that didn't have any of his special human-only buildings, but did have the basic ones. But thats just an isolated example like artillery, so the concern still exists.
You are very right, there could be a lot of information or details missing. You'd have to make sure the low detail AI stuff could give all the info the high detail human stuff needed, or that this info could be generated on the spot.
Still I think it could be done ... it would probably be a lot easier than trying to get the AI to understand new features, at least.
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exeter0
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Sydney, Australia
Nov 2001 time: 15:19
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I am sorry but I must disagree.
I do not think that the AI should be disciplined not to use bombard (artillery & bombers etc) tactically.
To be competitive (from the time the cannon is available) the AI must understand the notion/value of combined operations.
I also think that the AI is not too far off... it CAN use artillery and cannon.. it just needs to be disciplined in coordinating attack/defense manouvres. It needs to develop more concentrated cominations of units. I do not thaink that this will be a major
If you suggest to Firaxis and convince them that we do not need the AI to develop combined offensive/defensive tactical manouvres then I think the game will become very stale very quickly.
The AI doesn;t need to be hard coded with instructions for each unit.. just each type of unit.
I sort of envision that the combat model could evolve with an evere growing library of 'set tactical manouvres'.
If I am over simplifyng the task then maybe Firaxis should get a proven wargame AI architect guru.
Look at Close Combat... a brilliant game with a vastly more complex model to achieve because the game operates at the combat unit level: each individual soldier is controlled with different weapons (rifles, sub-machine guns, grenades, flamethrowers, panzerfausts, mortars, heavy machine guns etc.) and will tactically manouvre hedgegrows, buildings, ruins, walls etc for cover.
Please do not lower your expectations of CIV in this regard. I think Firaxis are on the right track and are committed to maturing the AI combat model... look at the features in the XP that have just been announced!
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I-iZ-1337
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I've seenz the AIz with catz tho, but they never uzed them d00dz.
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:19
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quote: Originally posted by nato
Well no one but Firaxis really knows why design decisions were made the way they were. The game could be simple because:
1. By intentional design
2. For the AI's conveniance
3. Ran out of time
Probably some combo of all three. I guess I tend to think it is more 2 and 3, and hence my post. If it was 1, maybe the less than perfect reception of the game will make them want to change course. In any event, expansion packs offer a real opportunity to change their decision and add features, if they wish.
Endless moaning about Firaxis-is-evil is useless. It just turns all threads into the same discussion. We've heard it all before. I say this even though I lean to the whiners side slightly! In any event, since my idea is arguing for change, it seems counter productive for whiners to turn it into the same old argument.
Anyway, if you really believe there is no hope ... WHY ARE YOU HERE? GET A LIFE!
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Nato et. al.,
Firstly apologies if I am considered one of the whiners in the throngs of the disconented. It has not been my intent in postings to do another Firaxis is evils Firaxis S&cks thread.
I've made my peace (at least to myself) with the Firaxian way of doing things. So my response comes from a cynical yet resigned realism. It is my belief that the TBS genre is at a crossroads.
I believe that Sid/Firaxis's vision of TBS is one that targets the new consumer, not the remnant consumer group of die hards. It remains to be seen if a simplified game will hold the long term appeal that its predecessors did. (and yes I believe it is simplified despite adds of culture and strategic resources. Even these two adds have had their sets of issues resulting in preferentially razing vs capturing and re: strat resources often times causing games to be more a matter of luck when scarce resources are involved. But I digress....)
As to your 3 points, Re: point 1 My point was this. As far as Firaxis is concerned, sales have done fairly well. Critical responses only appear to be coming from boards like this while it has gotten rave reviews from the gaming magazines. Truth of the matter is from a commercial POV the game was a success. (sure it was rushed even by their own admission and buggy as a consequence but the inherent design of keeping it simple is prolly justified in the Firaxian culture/mind set as the appropriate design decision.) A couple of adds for folks already familiar with the game and now wanting more to be thrown in for an expansion pack makes for a decent marketing strategy.
I agree with your point though that all three points probably played a role in the shaping and subsequent release of CIV3. I simply think though that from Firaxis's POV they prolly think they have a success on their hands and more to the point think they were absolutely correct in abandoning the complexity/feature laden approach they were following subsequent to CIV3.
Finally in response to your question:
"Anyway, if you really believe there is no hope ... WHY ARE YOU HERE? GET A LIFE!"
I wouldn't say I have no hope. Matter of fact I do. I just think that perhaps our hope lies with Brian at BHG as he really was the mastermind of CIV2 and SMAC. So again I appeal to Brian to remember his roots and after he completes RON, return to the TBS game approach.
Og
P.S. In any event I still find myself from time to time firing up CIV3 as a kind of diversion. Not nearly as immersible as the others mentioned but a kind of CIVlite alternative instead of playing solitaire. All in all an average to good game but not something I'm gonna have an addiction over as was the case with CIV2 and SMAC. I do keep watching though! 
P.P.S. I applaud your attempts to get it through to Firaxis that features and AI can be an attainable goal. My apologies if my cynical realism (i.e. my belief that Firaxis thinks CIV3 is a success as is) throws the proverbial bucket of cold water on your optimism. 
Last edited by Ogie Oglethorpe on 09-05-2002 at 23:14
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Raion
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If Civ III was Civ II or SMAC or SMACX, then what would some of you do?
Smile!
Or
Not Smile!
So, basically the flavor of CIV III is different, and it is that difference that some contend that a game 'catches on'.
I do not know, but I had to 'catch on' to Civ in the Past, and SMAC.
Especially SMAC with globs of yuck on Planet!
I still am not use to that - as 'its yucky'.
I like the terrain in Civ III better, as not having the 'yuck' factor of SMAC.
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