View Full Version : Balance and weakness of the AI thread.


SoI
Jan 04, 2007, 07:35 AM
I think there is no such a thread so I decided to start it.:rolleyes:

I played several games on custom map and several on earth map and found some disbalance.

The cuirassiers: In vanilla all units had their counter unit and this provided balance, there is no unit to counter cuirassier, musketeers are to weak, rifleman are counter unit for cavalry and comes to late, canons are not a match for them thanks to bonus against canons. If a human player has cuirasiers the AI is definitly dead.

Then the change of unit category for IVFs made them useless... Howitzers to destroy city defences, modern armors to kill units, helicopters to counter enemy modern armors, mech infantry to take cities and destroy helicopters... There is no place for IVFs.

As for AI's weaknesses:

AI stack attack bug returns! Last game I played for Zulu and had a war against Ramsesse. He had two stacks: in one there were 56 cannons ad 23 cuirassiers in another 57 cannons and 25 cuirassiers. They stood near my city for 28 turns attacking 2-4 cannons per turn. I killed the whole first stack with 9 cannons and AI didn't even bother to kill them( my cannons stood near the city)

Stacked promotion doesn't do AI any good. Human finds the way to avoid it but AI doesn't and it makes it even weaker.

AI doesn't use quick units. It simply covers cannons with it. For example I had a city two sqaures from Ramsesse border it was defended by to musketman but instead of taking it one turn by cuirassiers AI get cannons to the city and bombarded it's defence which took it 4 turns more then enough to mount a city defence.

Thanks for attention. Hope it'll help...

Anaztazioch
Jan 04, 2007, 02:18 PM
True all that.

SoI
Jan 05, 2007, 04:15 AM
I don't see any reason in light tanks... I thought they must have 3 moves and normal tanks 2 moves so a player could choose wheather he needs speed or power but since they both have 3 moving points light tanks are useless, even lower production cost doesn't help there is not very big difference between 2 or 3 turns of building them...

Uncle Anton
Jan 09, 2007, 05:39 PM
I don't see any reason in light tanks... I thought they must have 3 moves and normal tanks 2 moves so a player could choose wheather he needs speed or power but since they both have 3 moving points light tanks are useless, even lower production cost doesn't help there is not very big difference between 2 or 3 turns of building them...

:lol: I find this pretty funny actually, coz TR is being true to reality here without intending it.... Light Tanks are a pretty limited concept in real life too. :D

I found an interesting quirk with the AI (not really a bug, since designed without tech transfer in mind) when it comes to Vassalage too. In my current game I'm the English, playing on a world map with custom rules. I've spent a GREAT deal of time and resources trying to ensure the Americans stay alive so that neither Monty nor Huyana become too powerful (With some success).

Only problem is, I've just signed a Perm Alliance with Washington, and because Huayana is a vassal of US, Washington basically gave away every single tech he/I had to the Inca. Within 10 turns, Huyana had said "Thanks very much sucker", cancelled the Vassalage deal, and now is pretty much set up as a dangerous rival on the American continent. Usually TR is played without tech transfer so it's not a bug per se... just thought it was interesting watching an AI civ pretty much give away any advantage it had. :D

Anaztazioch
Jan 09, 2007, 06:11 PM
Americans are nOObs lol