![]() In the end, just know that it's not because the majority of strategy devs are too lazy to make potent AI opponent that it's impossible to do. That doesn't force you to try to read him and be more intelligent, that just force you to play the same way but taking into account that you're at a disadvantage. ![]() You're not facing an opponent who's being more cunning, you simply face someone who get a rules advantage. That doesn't even make sense to race, no matter if I can beat him under these conditions or not. That's like racing with my brother over 100m, but he'll start 10m ahead. When I'm trying to beat someone I like when it's on the same game, with the same rules, otherwise it doesn't really make any sense to me, no matter if this "someone" is a computer or not. The first (and quite obvious) one is that it's unfair. When have you ever seen an RTS or 4x game retreat an army unless after you call a cease fire in diplomany?įirst of all, I must say I'm also very disapointed when higher difficulty AI "cheats", and there are 2 major reasons for this. Theres to many things to think about in combat in Civ6 for a computer (not so much for a human) and because of that the AI can really only use simple instructions. They arn't all that complex.Ī 4X ai however has a slew of things to think about and frankly in a game like Civ 6 its rather hard to get the AI to fight competitivly against a medium skilled player in direct combat. Fine tuning which building are worth more at which distances to the enemy base is how you fine tune the AI's "tactics"įrankly the AI in RTS games are just simple machines running a specific build order (or randomized orders) with simple attack patturns designed on how to pressure differnt skill level players. They will build units till they reach a certain pressure (unit count) and then send the units to towards the enemy base (you can also have them randomly push scout units if you don't want to give them all sight cheats) The AI should head towards building based a calulation ratio of Buildings Worth vs How close to the enemy Base. In general the AI for an RTS will never make use of the following (unless the AI is programmed on a map by map basis)īasically the AI will be given a pressure system. but instead they made a weak AI and had it cheating. I think it should be very easy to write an AI that can tweak every littele deatain and place cityes optimal, and optimize every production aspect to win even over the best human player simply becuse no on can keep billions of informations in head like a AI could do. i restartede the map 4 time same thing happen. on top of that the "random " barbarians, on each side of my city is spawning 1 trooper each, each turn, im facing about 4 barbarians from each side, there are zero barbarians near computer. and that would leave me -3 turns (negative ) to get 2 troops, and 2 builders. Its turn 13, on king level, i find my oponant, he has 2 cities, clearly had 2 builders, have 3 troops, one city has 4 pop other has 3 pop - if i start now, here level 13, where my population is 4 it will take me 16 turns to build a settler. WHAT - REally you can not make an AI chat can beat me on fair terms, you already took the "goal " of the game away from the computer players making it alot harder (all computers play to win with their strategy, not bothering to stop other players, so to win over 4 computers i must have enough relegion, culture, tourism, science, and military for non of them to win, while all of my oponents only have to follow their own goal, not worrying about another computer winning"
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |