 |
|  |
 |
|
ducki
|
|
quote: Originally posted by Gwylim
If it is too difficult to program a better AI what about giving them other bonuses later on in the game, or perhaps make them stand together always against the human player once the Player is thebiggest civ? |
One option here (as it seems the ability to exploit the AIs behaviors to your advantage is the real problem) is to alter your behavior.
Try limiting yourself to the OCN.
Try putting certain restrictions on your build options - always Temple/Cathedral first, never barracks, never roads, always irrigate, never Science buildings, never Religious buildings, whatever, you get the point.
Yes, it would be great if the AI could play as well as a human, but that's just not feasible. The fact that the stronger AI gets more "bonuses" as opposed to the human getting more "handicaps" shows that there's no way to make the AI "smarter" or more flexible.
All that we can do is give the AI more "cheats" or try to improve his "playbook" or "recipe book". It's still not going to make him smarter, even though it might make him harder to beat.
With the tweaks to the PtW AI, it's definitely loads better than when this thread was started - check out how many mines the AI builds opposed to how many irrigations, it's semi-scary now.
The AU mod helps the AI some, but if you're an "in-betweener" like me, you're stuck playing a game that's either too easy or too hard; in this case, I think personally limiting your own behavior can make the lower difficulty setting a bit more enjoyable.
Not the optimal solution, but a solution.
|
|
|  |
 |
|
theNiceOne
|
|
I'm with Gwylim.
I'm now playing comfortably on Emperor. I think the difficulty is hard enough during the ancient age, but would like the difficulty to be just a bit harder during the middle ages, even harder during the industrial ages, etc.
ducki has some suggestions, but although I have enjoyed a few OCN games, all his suggestions involves restricting how I can play so much that it no longer will feel like my strategy.
I know that a good AI is hard to program, but what could be easier is separate difficulty settings per age, so that the AI production bonus could be even higher during the later ages and their corruption lower, etc.
Another possibility, which can be modded without the help from Firaxis, is to make a few new governments - governments that are better than any of the current ones. Like a democracy w/o war weariness and with military police. This government would be a very good boost for the AI during the later stages, but would be illegal for the human player to ever choose.
It's not possible (AFAIK) to actually restrict the human from selecting such a government, but it will be considered an exploit to ever switch to it.
|
|
|  |
 |
|
ducki
|
|
Note, I said limit yourself to the OCN - Optimal City Number - not OCC - One City Challenge.
One question - you say that specifically setting certain limitations would make it not feel like your strategy - how much of your strategy is really "your strategy" and how much is an adaptation based on how the AI plays?
In other words, is it really strategy or is it meta-strategy? This is not a pointed question, really. I'm just curious if the adaptations we make to compensate for the AI's bonuses are viewed as "my strategy" or if they are recognized as compensations.
|
|
|  |
 |
|
Pyrodrew
|
|
quote: What i think also much other here would like is an AI which is challenging most of the game and not only at the beginning. |
It would nice if Firaxis came out with a patch that would do that... but that is not likely & dreaming will not help.
Therefore, if limitations are not appealing to you, I would recommend using the editor to modify the game. IMO, I have found the following hurts the AI:
1.Railroads - The AI doesn't seem to understand how to change it's strategy when railroads are invented. For example, it still tries to drag its troops through your territory to reach that unguarded city (as if you only had mere roads). Maybe open the editor & delay railoads.
2.Forbidden Palace - The AI doesn't know how to place down its Forbidden Palace in a good spot. So once FPs come into the scene (around Medieval Age) the human begins to gain an advantage of less corruption whose benefits grow to where it becomes obvious in the Industrial & Modern Ages. Maybe delay FPs.
3.Palace - The human knows how to Palace-Jump to further decrease corruption as the game progresses, where the AI does not. Not sure if this can be edited.
4.Corruption - The human knows how to battle corruption with rush-builds, WLTKDs, etc. & the AI does not. Therefore, lowering corruption on a grand scale (using the slider in the editor to ~70-80%) has been reported as providing favorable results for the AI.
5.Artillery - The AI does not know how to use artillery offensively or even in a cost-effective manner. Flagging the AI to not build artillery (so it builds other military units instead) should be of benefit. Removing artillery completely is another option.
If you don't want to touch the editor, the AU Mod has somewhat of a goal of being focused on improving the AI which you may want to try. If you feel that's changing/ruining the game... not much else to do, unless you want to post again about how you would like a better AI.
Last edited by Pyrodrew on 19-12-2002 at 16:01
|
|
|  |
 |
|
Ozymandias
|
|
quote: Originally posted by theNiceOne
Another possibility, which can be modded without the help from Firaxis, is to make a few new governments - governments that are better than any of the current ones. Like a democracy w/o war weariness and with military police. This government would be a very good boost for the AI during the later stages, but would be illegal for the human player to ever choose.
It's not possible (AFAIK) to actually restrict the human from selecting such a government, but it will be considered an exploit to ever switch to it. |
Actually, I believe it is, although it requires definite fiddling with the tech tree --
Set some mandatory precursor Advance to a government type, assign it as belonging to "No Era" (i.e., can't be research or -- I think??? -- traded) and assign it only to the AI player(s).
-Oz
|
|
|  |
 |
|
Nor Me
|
|
quote: Originally posted by Ozymandias
Set some mandatory precursor Advance to a government type, assign it as belonging to "No Era" (i.e., can't be research or -- I think??? -- traded) and assign it only to the AI player(s).
|
They cannot be traded. But out of interest have they fixed the Great Library problem with these in PTW?
Also they would get this at the start.
quote: Originally posted by Pyrodrew
2.Forbidden Palace - The AI doesn't know how to place down its Forbidden Palace in a good spot. So once FPs come into the scene (around Medieval Age) the human begins to gain an advantage of less corruption whose benefits grow to where it becomes obvious in the Industrial & Modern Ages. Maybe delay FPs.
|
This is probably too radical for AU but I wonder if giving the FP a prerequisite of a courthouse would help.
The AI might often have courthouses first in a moderately corrupt area so gain more from the FP.
It would need to be playtested and I imagine the FP would sometimes end up being built in very odd places or near the capital. It might be better placed on average though.
Also the human would need more investment than just one leader.
|
|
|  |
 |
|
Ozymandias
|
|
quote: Originally posted by Nor Me
They cannot be traded. But out of interest have they fixed the Great Library problem with these in PTW?
Also they would get this at the start.
|
Oh my -- I didn't know there was a problem re: TGL ...
However, what I meant by "precursor" was:
1. If it's a non-human gov type available at the start, then just use the "No Era" flag uniquely for the advance required for the gov.
2. If not available at start, have the gov type be associated with an Advance not required to complete an era, have it branch from the tech tree wherever you see fit, AND have the "No Era" Advance required.
-Oz
|
|
|  |
 |
|
Nor Me
|
|
quote: Originally posted by Ozymandias
2. If not available at start, have the gov type be associated with an Advance not required to complete an era, have it branch from the tech tree wherever you see fit, AND have the "No Era" Advance required.
|
This is the part I cannot do. Advances seem to only be able to require advances in the same era and goverments have only one prerequisite which is an advance.
|
|
|  |
 |
|
Nor Me
|
|
In the game from which this screenshot was taken, the FP requires a courthouse and allows air trade:
Attachment: promise.jpg
This has been downloaded 122 time(s).
|
|
|  |
 |
|
Nor Me
|
|
Unfortunately of the 5 other surviving AIs, two have the FP near their palace and 3 have not built it in 920AD.
Obviously this needs more playtesting (not to mention a control. How well has anyone else seen the AI FP placement ever?)
But the Persians are looking like a killer AI. (No scared smilies?)
|
|
|  |
 |
|  |
 |
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:23
|
|
... make peace in the early game to absolutely inacceptable terms?
Ok, here's the short story. Oh, and before anyone criticises: No, I would never play this way in MP .
4000BC - Built Istanbul.
3800BC - Built first warrior, "Ahmet". Sent to explore east.
3750BC - Spotted enemy borders (so close , that's an ultra-huge map, 200x200, with all 24 civs)
3700BC - Stepped in with Ahmet. It's Niagara Falls of the Iroquois, yet undefended. Hiawathas scout must have stumbled in a hut.
3650BC - We trade Warrior Code + Ceremonial Burial + 10 gold for Bronze Working + Masonry. They refuse to trade us Pottery, for all we possess + all our gold per turn.
3600BC - We declare war and destroy Niagara Falls.
3500BC - Ahmet gets killed by an approaching stack of 3 Warriors. He succeeded to kill one.
3250BC - 2 Iroquois warriors approach our borders. Our first Settler is on the way and we build the second one. We don't have a single military unit. Nevertheless, Hiawatha agrees to make peace and gives us Pottery + Mysticism for merely 36 gold.
I have no military and no chance to build enough in time. Hiawatha has at least 4 warriors and 1 spearman on the way. That's what Ahmet spotted before his death. I never could withstand such a force. But still Hiawatha makes peace, to pretty humiliating conditions.
Why, oh why?
Attachment: hiawatha.jpg
This has been downloaded 160 time(s).
|
|
|  |
 |
|
ducki
|
|
quote: Originally posted by Catt
I don't recall the Soren post but your explanation makes perfect sense.
|
I remember that post - I think it's in this thread, actually. (Edit: After reviewing the thread, it must be elsewhere. )
Soren did say that the AI uses the Lux slider solely to combat WW.
|
|
|  |
 |
|
DaveMcW
|
|
Sir Ralph: The AI does not know how to evaluate "forced mate" positions like yours (to borrow a chess term). Like a chess computer, it would require a slow search engine to find a win 4+ turns ahead.
|
|
|  |
 |
|
Pyrodrew
|
|
What is the purpose of the Persian Worker below?
I don't see much value of building a railroad there. I currently trade with Persia via airports, harbors, & road connections. Perhaps he is looking to create more road trade routes, but wouldn't working on tiles closer to his border 1st be better for that? If I'm missing something obvious let me know.
Attachment: what.jpg
This has been downloaded 140 time(s).
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|