Chieftess
Jan 02, 2006, 06:03 PM
State your reasons why you think XYZ game has the worst AI. In my opinion, AoE II's AI is pretty bad, if not just plain worst. How bad? Lemme count the ways!
Exploitable Units...
This one killed the game as far as single player is concerned, especially with early rushes. The AI just can't handle it.
The Two Towers - Build 2 gaurd towers nearby, and stick your villagers in them (unless the AI's 10 militia/sword units come at your tower). Each tower will fire at the base of the other, so once the army is gone, if applicable, the AI will send the only attackers it has. Its' villagers.
Clueless army - Do the same as the above, and let the militia, swords, whatnot attack the towers. Now, have the villagers repair the towers. The enemy will not even think to attack your villagers.
Allergies to walls - Take a group of villagers, and build a paliside walll (even 1 tile will do). If you do it early on, the enemy villagers will come charging. 3-5 on 1 has much better odds, as the AI spreads their units out. The same goes for AI units even when they're allied with you. They could have a ton of petards, and they'll bump right into your walls as you're building them. Nice ally, huh? :)
Scout Rush - Here's another. Use your starting scout (horse) to find the AI village, and attack their mill. You'll see villagers pass, and you can attack them. You can cripple the AI, or even win the game.
"Maybe if I look at the resource, the enemy that's attacking me will go away." - Here's another one. Find a villager busy gathering berries, wood, gold, or stone. Attack it, and 60% of the time, it'll stay there. If they go to their town center, just leave, and they'll come right back to what they were doing. Easy picking.
Cowardly Villagers - As hinted above, go near the town center, attack something, and run away. You'll make the villagers enter the town center. Since there's no enemy within the visible radius, they'll think it's safe and come back out. Attack a building, or villager, and run back out. They'll do the same thing.
If only they could walk through walls - or trees for that matter... The shortest path routine isn't the sharpest code on the block. A villager, or scout on goto might try to get to another point 3 "tiles" on the other side of a forest. They'll go straight for it, and ignore the fact that it can take a 100 tile detour.
Sabotaging one's own defenses - Sometimes the AI will build a wall, but there's often a problem... one end is sometimes connected to forest. So, as villagers chop forest, they wind up chopping down the very forest protecting them from your army!
Resource hungry villagers - If you block the AI off, or there's a choke point and the AI's side is bone dry of resources, opening a gap between the choke point will send a flood of AI villagers your way. Again, easy picking.
The order of things - The AI seems to like building a few farms, then a mill, barracks, chop forest, etc. in a precise order. So, if it runs out of wood and all of its' farms are gone, even if you give it more wood, the villagers will just stand there and do nothing.
Blind Trust - When allied, you can still destroy your ally's buildings, and kill their units by having your catapults (siege onagers) bombard the ground. Once, in a 1vs.1 game, I got the AI to say, "Help, the enemy is in my city!" after I bombarded something elsewhere, and my villager passed their town center).
Sheepless in AoE II - The AI also doesn't keep watch over its' sheep very well. It's very easy for the player's scout to find them early, and steal them, while the villagers are doing who knows what (probably building the mill...) ...not to mention you can slaughter their sheep (And deer), too.
There's of course, a lot more, and I think I know what they did with their AI code:
- If an enemy starts to build something (especially a wall) nearby, or if there's an enemy unit nearby, send the most powerful attackers. Well, this also includes villagers as a last resort.
- Shortest path is that, the shortest path between point A and B. If there's an obstacle, ignore it and try to go through it.
- If 67% of the villagers are killed, even if the Town Center has adequate food, resign.
- Move to the closest Fog of War. This is one that scouts often fall victim to, and wind up in an infinite loop until another path opens up. I trapped my ally's scout this way, and it didn't think to build another one.
- If a player builds a building nearby, or sends a unit through, attack with Petards. When the petard reaches its' target.... check to see if it's an ally. If it's an ally, don't attack.
And for the "villagers attacking anything that builds" "tactic", case in point...
http://www.civfanatics.net/uploads10/ct_AoEII_exploit.jpg
The moment I clicked the wall icon on the ground (didn't even start to build), the villagers came running. Worst AI ever.
Exploitable Units...
This one killed the game as far as single player is concerned, especially with early rushes. The AI just can't handle it.
The Two Towers - Build 2 gaurd towers nearby, and stick your villagers in them (unless the AI's 10 militia/sword units come at your tower). Each tower will fire at the base of the other, so once the army is gone, if applicable, the AI will send the only attackers it has. Its' villagers.
Clueless army - Do the same as the above, and let the militia, swords, whatnot attack the towers. Now, have the villagers repair the towers. The enemy will not even think to attack your villagers.
Allergies to walls - Take a group of villagers, and build a paliside walll (even 1 tile will do). If you do it early on, the enemy villagers will come charging. 3-5 on 1 has much better odds, as the AI spreads their units out. The same goes for AI units even when they're allied with you. They could have a ton of petards, and they'll bump right into your walls as you're building them. Nice ally, huh? :)
Scout Rush - Here's another. Use your starting scout (horse) to find the AI village, and attack their mill. You'll see villagers pass, and you can attack them. You can cripple the AI, or even win the game.
"Maybe if I look at the resource, the enemy that's attacking me will go away." - Here's another one. Find a villager busy gathering berries, wood, gold, or stone. Attack it, and 60% of the time, it'll stay there. If they go to their town center, just leave, and they'll come right back to what they were doing. Easy picking.
Cowardly Villagers - As hinted above, go near the town center, attack something, and run away. You'll make the villagers enter the town center. Since there's no enemy within the visible radius, they'll think it's safe and come back out. Attack a building, or villager, and run back out. They'll do the same thing.
If only they could walk through walls - or trees for that matter... The shortest path routine isn't the sharpest code on the block. A villager, or scout on goto might try to get to another point 3 "tiles" on the other side of a forest. They'll go straight for it, and ignore the fact that it can take a 100 tile detour.
Sabotaging one's own defenses - Sometimes the AI will build a wall, but there's often a problem... one end is sometimes connected to forest. So, as villagers chop forest, they wind up chopping down the very forest protecting them from your army!
Resource hungry villagers - If you block the AI off, or there's a choke point and the AI's side is bone dry of resources, opening a gap between the choke point will send a flood of AI villagers your way. Again, easy picking.
The order of things - The AI seems to like building a few farms, then a mill, barracks, chop forest, etc. in a precise order. So, if it runs out of wood and all of its' farms are gone, even if you give it more wood, the villagers will just stand there and do nothing.
Blind Trust - When allied, you can still destroy your ally's buildings, and kill their units by having your catapults (siege onagers) bombard the ground. Once, in a 1vs.1 game, I got the AI to say, "Help, the enemy is in my city!" after I bombarded something elsewhere, and my villager passed their town center).
Sheepless in AoE II - The AI also doesn't keep watch over its' sheep very well. It's very easy for the player's scout to find them early, and steal them, while the villagers are doing who knows what (probably building the mill...) ...not to mention you can slaughter their sheep (And deer), too.
There's of course, a lot more, and I think I know what they did with their AI code:
- If an enemy starts to build something (especially a wall) nearby, or if there's an enemy unit nearby, send the most powerful attackers. Well, this also includes villagers as a last resort.
- Shortest path is that, the shortest path between point A and B. If there's an obstacle, ignore it and try to go through it.
- If 67% of the villagers are killed, even if the Town Center has adequate food, resign.
- Move to the closest Fog of War. This is one that scouts often fall victim to, and wind up in an infinite loop until another path opens up. I trapped my ally's scout this way, and it didn't think to build another one.
- If a player builds a building nearby, or sends a unit through, attack with Petards. When the petard reaches its' target.... check to see if it's an ally. If it's an ally, don't attack.
And for the "villagers attacking anything that builds" "tactic", case in point...
http://www.civfanatics.net/uploads10/ct_AoEII_exploit.jpg
The moment I clicked the wall icon on the ground (didn't even start to build), the villagers came running. Worst AI ever.