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Nephilim
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Thought I'd bring this to your attention... any piece of information to ease the wait is more than welcome.
Now, as someone who has closely followed the game's development since day one, I'm relieved, and frankly amazed, that the good folks at QSi have managed to stick adamantly to the original design elements without making major compromises along the way (save for IFP's, which were a bad idea to begin with ) BUT (there's always a "but"), it appears diplomacy still falls short of the ambitious goals they intended to reach:
"The computer controlled players generally act very smart, and coldly calculate each action. When relating to their human counter-parts, however, they can react very strangely. Some alliances can quickly deteriorate into aggression and sometimes players will receive angry and confusing messages from an ally ambassador for little or no reason. This can be very frustrating when all the time invested in building an ally's trust is dashed by a single random event."
Great. The most hated flaw of all 4X'es, and MoO2 in particular, has been carried over. AGAIN. I hate to say it, but precisely this type of AI behaviour can totally destroy the singleplayer experience. *If* it rears its ugly head in MoO3 with the same alarming regularity as it did in its predecessor, I'll definitely be holding out for a patch.
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darcy
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I'm really surprised this comes up again and again.
I'm happy if the AI acts like a real player, trying to win the game, instead of simulating a loyal subordinate. It's just too easy to buy friends with lots of gifts. The only question for me is if those diplomatic shifts are in fact _random_ (that would suck) or if they occur when the AI thinks it can exploit a weakness and get an advantage by backstabbing you (that would be cool).
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Main_Brain
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Economic World Center
Jul 2002 time: 06:26
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just like the US...
;=)
Nations dont act rationally everytime.
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Main_Brain
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Economic World Center
Jul 2002 time: 06:26
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Thnx wildman :=)
// i like the Pic with the Guardian in it :=)
Last edited by Main_Brain on 15-02-2003 at 23:05
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kalbear
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So it's odd to me that this came up as an entirely different answer in the other review by B Brenesal on IGN. He was very pointedly specific about how good the AI was in most cases. PA said it can be frustrating.
I wonder more and more whether this is a function of how much you've played it and gotten used to the diplomacy system.
It was a decent review. I would have liked more depth overall, but there was nothing glaringly bad about it. Nice screenshots, for sure.
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rhofman
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Richmond, BC
Feb 2003 time: 21:26
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quote: just like the US...
;=)
Nations dont act rationally everytime. |
You must have them confused with Germany, France and Belgium.
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Mr.Moustache
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Canada, Ontario
Feb 2003 time: 00:26
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Also remember, some species dislike other species in MoO3. The Saurians have a natural hate towards the Ichthytosians for an example. It is possible though, to form peace treaties and trade pacts with the two species, but the Saurians will still have that cautious eye on the Ichthytosians. So if a Ichthytosian race does something that a Saurian race doesn't like (say, by not agreeing to the demands of the Saurians or maybe espionage/sabotage against the Saurians) then of course they could just declare war on the Ichthytosian race and try to eliminate them.
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darcy
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quote: Your people won't be happy with you (Read: Unrest) if you are trying to maintain good relations with a race they don't like. |
Wow, really? That would be a cool feature. I've read so much about the various stages of development now that I'm completely ignorant about what's actually in, rumoured to be in, got cut or was never in in the first place....
I'll better keep my mouth shut until I've actually played the real thing.
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redhanz
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Seriously this game had better be good!
It was way over schedule....more than a year! Damn the chaos of software development, damn it all to hell! the u.s should follow suit with european software companies and formalize their processes. but anyways, back to masterbating...
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Epistax

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of Bananas
May 2001 time: 00:26
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Please please, we could discuss all the things wrong with the US (and there is an awful long list), or we can look at things that matter, moo3.
So how should other AI react? This is a big question. Are they players in the game, or are they actual civilizations? Do they try to act normal, or do they seek to win?
It seems that in most games, the AI's primary goal is to not let others win, but not necessarily try to win themselves. Perhaps the difficulty scale should make a split here. A completely competent computer may not want to win, while an AI that couldn't stick a square peg in a square hole is desperately trying to win. Perhaps another just wants the player to die, while another wants no one to win.
A strategy game with this kind of personality choices, instead of just clear cut difficulty levels would be most enjoyable IMHO.
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