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Old May 21, 2012, 09:40 AM   #961
Thunderbrd
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When setting my Hunters to auto-hunt, I can see an additional factor. Something is wrong with this automation and if the AI is using it, they are suffering too. It's like they go retarded as soon as fog of war begins to really vanish. It seems they only want to head for revealing fog of war realms and aren't so concerned about animals really. I had a hunter go on auto-hunt 3 spaces away from no less than 3 separate animals and he just mulled about not attacking any of them. This kind of behavior doesn't help the ai I'm sure.
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Old May 21, 2012, 11:41 AM   #962
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When setting my Hunters to auto-hunt, I can see an additional factor. Something is wrong with this automation and if the AI is using it, they are suffering too. It's like they go retarded as soon as fog of war begins to really vanish. It seems they only want to head for revealing fog of war realms and aren't so concerned about animals really. I had a hunter go on auto-hunt 3 spaces away from no less than 3 separate animals and he just mulled about not attacking any of them. This kind of behavior doesn't help the ai I'm sure.
When something like this happens, would be nice to put it in the bug/crashes thread, wit a savedgames and a screenshot of where and what is happening for Koshling, thx.
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Old May 21, 2012, 01:18 PM   #963
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I have found that near ai territory regions of the map previously unexplored to me are ripe with animals, absolutely bursting at the seams with juicy animals. Compared to land closer to me it is obvious this land has been spared from hunting. Maps such as GEM make it very obvious particularly in areas around southern/central asia. Games playing as england and ragnar, I eventually made it over to this part of the world with a couple of hunters and they had an absolute field day since this land had been untouched for 100's of turns it seemed.
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Old May 21, 2012, 04:13 PM   #964
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I have found that near ai territory regions of the map previously unexplored to me are ripe with animals, absolutely bursting at the seams with juicy animals. Compared to land closer to me it is obvious this land has been spared from hunting. Maps such as GEM make it very obvious particularly in areas around southern/central asia. Games playing as england and ragnar, I eventually made it over to this part of the world with a couple of hunters and they had an absolute field day since this land had been untouched for 100's of turns it seemed.
Now is that the way it really was??
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Old May 21, 2012, 07:52 PM   #965
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Yes :P

Also since the number of hunters & trackers is capped, the AI really should not keep them inside borders.
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Old May 22, 2012, 07:38 AM   #966
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Yes :P

Also since the number of hunters & trackers is capped, the AI really should not keep them inside borders.
It shouldn't be keeping them in it's borders. However, as mentioned previously it's not always easy to see what hunters the AI has, since it uses the same units in other roles, so while it's true to say that it shouldn't keep it's hunters (AI type) within it's borders, it's not true to say it shouldn't keep hunter-appropriate units within it's borders necessarily.

It may be that the cap on how many it decides it needs is set too low, but the problem is that the AI can also very easily run into financial difficulties, so compromises have to be made. A human would compromise on defense forces, because a human can use them much more effectively, whereas the AI needs numbers to make up for lack of tactical ability.

If you have a save where you can see that the AI has clearly not got hunters in the field, post it and I can try to see why.

Edit - also turn Bbai logging on (drop down top right of the BUG options logging screen) at level 3 and take a copy of your ai logs at the end of each play session if you see bad AI behavior. It has quite a lot of information in it that can be useful (and is also somewhat readable by a player)
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Old May 23, 2012, 12:07 PM   #967
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ok will do. A simple solution would surely be to just tell AI to never keep them inside there territory. And i wasn't referring to a cap on how much they think they need, i mean the actual cap allowed by anyone. I think its 6 or something. Like I cannot build anymore than 6 hunters at one time, therefore if I have 4 inside my territory the amount of hunting im gonna do would be a fraction of someone who uses all 6. Also being able to use them near each other so to protect each other and act as hunting teams is important. This last point could be useful for the AI to 'learn' - that (especially early) protecting trackers with other trackers so you have little teams of 2 maybe even 3 is a better way of hunting.

Oh I find the sooner I get the 2 forest promotions on my trackers/hunters the sooner to animal ownage begins. These promotions are super powerful and the AI should prioritize them on there hunting units.
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Old May 23, 2012, 02:53 PM   #968
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ok will do. A simple solution would surely be to just tell AI to never keep them inside there territory. And i wasn't referring to a cap on how much they think they need, i mean the actual cap allowed by anyone. I think its 6 or something. Like I cannot build anymore than 6 hunters at one time, therefore if I have 4 inside my territory the amount of hunting im gonna do would be a fraction of someone who uses all 6. Also being able to use them near each other so to protect each other and act as hunting teams is important. This last point could be useful for the AI to 'learn' - that (especially early) protecting trackers with other trackers so you have little teams of 2 maybe even 3 is a better way of hunting.

Oh I find the sooner I get the 2 forest promotions on my trackers/hunters the sooner to animal ownage begins. These promotions are super powerful and the AI should prioritize them on there hunting units.
The limit is 5.

The woodsman and gurellia promotions have the same affect on animal capturing.
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Old May 24, 2012, 10:32 PM   #969
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woodsman is a million times better.
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Old May 26, 2012, 03:10 AM   #970
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See attached with writing. . .
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Old May 26, 2012, 04:24 AM   #971
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This is what the red panda model looks like.

We have no Red Foxes in the mod (yet).
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Old May 26, 2012, 04:27 AM   #972
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This is what the red panda model looks like.

We have no Red Foxes in the mod (yet).
Now tell me it doesn't look like the attached Black feet and all.
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Old May 26, 2012, 04:29 AM   #973
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Convergent Evolution maybe?
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Old May 26, 2012, 05:01 AM   #974
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See attached with writing. . .
Red pandas belong in trees. Do you have the tech that lets you see poultry? If not you wont see it. If you do then it should be there - looks like a nest with eggs in it.
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Old May 26, 2012, 05:03 AM   #975
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Red pandas belong in trees. Do you have the tech that lets you see poultry? If not you wont see it. If you do then it should be there - looks like a nest with eggs in it.
ahh so the plot gets thicker . . thx.
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Old May 26, 2012, 05:46 AM   #976
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Maybe your "fox" ate the poultry.
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Old Jun 12, 2012, 05:32 PM   #977
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Got this pink btn and the font looks weird?? Or is that just another fluke?
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Old Jun 12, 2012, 06:26 PM   #978
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I'm confused. The hunter I promotion increases the chance of subduing an animal from 10% to 33% but the hunter II promotion only increases to 34%??? Is this correct? Are there any other promotions that boost subdue chance?
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Old Jun 12, 2012, 07:00 PM   #979
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Got this pink btn and the font looks weird?? Or is that just another fluke?
Select the unit with the pink promotion by itself. Then hover over the pink button in the unit box and see which one it is.

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I'm confused. The hunter I promotion increases the chance of subduing an animal from 10% to 33% but the hunter II promotion only increases to 34%??? Is this correct? Are there any other promotions that boost subdue chance?
All the woodsman and gurella promotions also increase the chance to subdue.
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Old Jun 13, 2012, 02:08 AM   #980
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All the woodsman and gurella promotions also increase the chance to subdue.
Is that information supposed to not show up in the tooltips? Would be a nice addition.


Also having watched Ace Ventura again, I realized that we need Bats
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