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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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17. AIs should be more reflective on how they fill armies
See attached pic. That the AI combines a few MAs with a MI, I can understand. But adding a longbowman? It's not that there aren't enough MAs around, I don't know how this happened as it was outside the area I could scout (and I'm playing now, not testing, so I don't steal maps of all the AIs every turn anymore).
Vel, I'm not sure, but this is a AI thing, right? You didn't fill an army like that especially to slow them down? I guess you would have added a marine, not a longbowman...
Oh, OT: Yes I know, It's not going good with me. I was surveying the area to see where a nuke would be most effective... another army is just around the corner, but this one is 4xMA, like it should be. And it's within reach of my fron line too...
DeepO
Attachment: alamobug17.jpg
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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19. Update problems at the edge of the map with bombing runs
There seems to be quite a few update problems at the edge of the map (the dateline, so to speak). That ships fire the wrong way was already known (e.g. a BS firing to the east when the enemy ship is on the west), but it happens a lot in this game as one of the seas is exactly on the dateline.
Further, there seem to also be a problem with bombing runs of bombers and jets: they start invisible, and only after they bombed they will show (so when normally the animation is over 5 tiles, you will only see the last, or last 2 tiles of animation). Nothing essential, just not very nice to look at.
20. AIs do not build stealths, but stick to bombers
So far, I haven't seen an AI stealth bomber yet. This is strange, the AIs are set to build air units often, and each one has build loads of bombers (which my F15s love to shoot down ), but so far there are no stealths to be seen. This is strange, as in MT IV (under 1.21f), all AIs built loads of stealth bombers, and not the normal ones. Every resource they need is available and some are in their GA (so production shouldn't be a problem) I wonder what is going wrong. Maybe they're just trying to get a number of bombers before they switch to higher cost stealths, while I'm shooting down all they can build, I don't know.
21. Some AIs will use their jets to bombard, one will not
Both the Germans and the Chinese keep a number of their jets on air sup., and use the rest to bombard me. The Russians, however, keep all their jets on air sup. Further, they keep all 24 of their jets in one city (Moscow). Maybe Vel has set those Russian jets to a defensive role, but I'd doubt that (Vel, any comments?)
The Germans are, as we're used to by now, quite devious in the use of their air planes. Normally, they will send their jets first, which have a better chance of shooting down my F15s(is it? or is this just intuitive?), and don't have that much bombard strength. After all my F15s are used, the bombers are sent in, which do more damage. I don't know if this order is by coincidence, but it is a good tactic.
DeepO
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Catt
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California - SF Bay Area
May 2002 time: 21:21
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quote: Originally posted by DeepO
Oh, BTW, the army with MAs and longbowmen mixed was not a once in a life time thing: so far I've seen 3 of them. I can only guess that the AI will use the first offensive unit that he can get his hand on, instead of waiting (possibly one turn) to make it a good army. This is just silly. AIs should have the patience to fill them properly 
DeepO |
Still haven't figured out the magic of the longbowman / MA army, eh? DeepO, I fear that you will be in trouble come MP.
BTW - for those who accuse the AI of cheating, please note that the AI is acting very honorably in this instance. Many players (myself included) have qualms that the longbowman / MA / MI mixed army may be an exploit simply due to its overpowering strength and the consequent unbalancing effects -- as a middle ground between banning the unit (how could we even think it?) and letting it function as the "civ killer" in MP, we've come to allow it so long as the longbowman, when initially placed in the army, is no more than a "regular" (no veterans or elites allowed - but upgrades once placed in the army are OK). I would point out here that even the AI hews to this informal rule.
[ - I'm sorry; I can't resist. I really enjoy the game and am very impressed with the AI, but this one is entirely too funny a "bug" to let pass without comment.]
Catt 
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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23. the Russian AI is dropping paratroopers by helicopter
I don't know what is happening with the Russians, but they seem to do sillier things than the other AIs. I can understand they want to use their helicopters just to view the animation, but please, those are my CPU cycles you're burning! So far, neither of the AIs have build paras, but they are using the ones that were included from the start. The Germans are dropping them behind the chokepoints, at the farest of their range, in hope of pillaging some tiles. That hasn't worked yet, but at least it is an attempt.
The Russians, however, are loading them in a helicopter, and as the helicopter has only range 4 while the paras have range 6, they can't cross my line of defense with a helicopter... so the paras are dropped in front of my lines.
Even sillier: they ran out of paras, and now they're transporting marines with their chopper. Okay, if this would mean the marines gain a turn in movement I can live with that (not that it helps a lot, but it would be a reasonable effort). But, they are actually retracting a marine from the border, to get to St Petersburg, to embark in a chopper, which then drops them on the border again. They lose at least 2 turns by doing this, as there aren't many roads on their side of the border...
DeepO
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:21
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Keep in mind that every human player plays different.
Maybe Soren has it setup so that each Civ's AI has its own little flare to it? It'd be a pretty boring game if every civ acted the same all the time.
Maybe that Longbowman shoots those arrows that Rambo always had to blow up tanks and helicopters!
Maybe if you put certain combinations of units into an army it transforms into something different? Hmmmmm
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Brinoch
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Silver Spring, MD
Jan 2002 time: 00:21
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25. AI Destroyer can hit multiple subs it cannot see in one turn
I'm not sure how it was able to do this, but a Russian destroyer blundered into three of my subs (which it cannot see) in one turn. And, I might add killing them all. I'm setting up a save game to illustrate this.
In regards to 20, the AI will build stealths. It just takes them some time to do so. They also build paras and drop them behind your lines -- eventually. Since they start with so much military, they build up infrastructure first and then, after you've whittled his military down, he rebuilds using stealths. Check out the saved game I posted on the Alamo AAR thread.
Brin
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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Thanks Brinoch!
As mentioned in the AAR thread, I think I saw an AI destroyer taking on a sub after he had already bombed in the same turn, however when I once bumbed into a sub after bombing, I was not allowed to attack it. As such, it is an unfair advantage for the AI...
Regarding the stealths: so far I haven't seen any AI bombers yet, which could change in the coming years however. The AI are improving their lands, and I think it has something to do with not having enough production because of the bare land. However, they (especially the Russians) are building loads of bombers, that are easy to shoot down. It would be an improvement if they would take double as much turns building up stealth bombers, as these would be more succesful, they can survive. It is rare that a bomber survives my F15s, the AIs should be more reflective on the use of certain properties of units. A stealth bomber has not just a higher attack value, it is espcially more worth it to build it because it is not so easy to intercept.
Paratroopers: In my game so far the Japanese are building up lots of paras (they have 15 so far), which is strange because they are not in range of using them. But this will probably change in the next few turns. That was not my complaint, I was complaining about loading paras into choppers, limiting their range. I can't see any advantage of doing this, so I wonder why the Russians see that otherwise.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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27. Super workers building RR on hills!
As I am bombarding the coast of China bit by bit, I noticed the following: I bombard a completely improved hill tile on turn 1. The RR is destroyed. Turn 2, I go there again, and two workers are building up the RR again. I bombard again, and take all improvements down (including the road). Turn three, I go to the same tile, thinking that I now will take another tile, as normally the workers can only have finished the road on the hill... wrong, they have finished the RR already. It is not possible that 2 (monarchy, not democratic) industrial workers can build a road+RR in 1 turn, so it has to be a bug: when a worker is set to a task (build RR), and the task cannot be done because of further bombardments, it still finishes.
I was hoping to post 2 pics, one of turn 2 (2350 BC) where the two workers are building on a destroyed hill, and one of turn 3 (2310 BC) where the RR is done, however I forgot to save one game... but it should be easily reproducable. Further, I don't know whether human workers do the same, I can only guess they do.
DeepO
Attachment: alamobug27.jpg
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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Jaybe, it can't be like this. Between turn 1 and 2, the Chinese AI has put 2 workers to build RR, as they are not in a democracy, this makes sense: 2 workers take 2 turns to go from road to RR. So when I bombed the road away in turn 2, I can understand if the workers would stop building a RR, and build a road instead (this should take 2 workers 1 turn). But once these workers are finished, they don't have further movement points, and will stay behind. They should still be visible in turn 3. So the only explanation there is to see 2 workers and a RR in turn 3 is that they cheated: They went from nothing to RR in 1 turn, because they started on the RR already before the road was destroyed.
Well, cheat is not the right word, it's a minor bug. I believe that the humans get the same advantage (it is a belief, I have never observed it).
DeepO
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