alpha wolf 64
Byte me
The frequency that the AI will throw units into the water is just ridiculous. I play on immortal.
scenario 1:
A distant CS ally is surround by water with 2 single tile passes thru the mountains. I check to see if I should send any assistance to hold, but they look in great shape with a melee unit in both passes backed by 4 ranged units that can hit any enemy attacking either pass. A few turns later, the nearby Ai declares war on them with a massive fleet (whoops, didn't see that coming from a size 3 city). The small CS fleet is sunk (kudos to improved AI naval combat), but the passes hold as expected. So now its the CS turn to move, and every unit jumps into the water. WTF!!!! Of course the AI fleet sinks every unit that it can reach and floods thru the now unarmed passes. And the CS relands their units where they both die the next turn.
The ranged units and city could easily have sunk a few AI ships each turn, so even tho there were over a dozen AI coast hugging ships, the odds of the CS falling were slim had the land units just held their ground, because those passes were not going to be taken by the AI land units on hand.
Scenario 2:
AI ally builds a city on a 2 tile island, and puts a ranged unit on both tiles. War breaks out and a small enemy fleet with a few melee units shows up. Sure enough, both allied units immediately hop in the water leaving the city to fend for it self.
Scenario 3:
Enemy city is nestled between some hills and lakes. My ranged units are having a hard time staying close to hit the city because enemy melee units hit them as soon as they get close to the city. So I send some expendable melee units on an end around hoping to draw the enemy melee units away from my ranged units. But no need for such an elaborate plan because after a few turns, all of the enemy units jump into the lakes within range of my ranged units where I am happy to sink them. The assault on the city took forever as I came in understrength compared to the city strength. So the enemy had time to generate a few units, and each of those units immediately moved into the lake next to the city and were promptly sunk.
Every time I watch a coastal battle, it is the same thing with units jumping into the water for no reason. This really needs to be fixed. I know that in general, AI units are not very smart, but this is just moronic. I suspect part of the problem is that AI units are coded never to just pick a tile and camp out there. It is just hilariou to watch 2 of the same units swap tiles every turn. I know that this isn't a war game, but war is a big part of the game, and deserves a better ai.
scenario 1:
A distant CS ally is surround by water with 2 single tile passes thru the mountains. I check to see if I should send any assistance to hold, but they look in great shape with a melee unit in both passes backed by 4 ranged units that can hit any enemy attacking either pass. A few turns later, the nearby Ai declares war on them with a massive fleet (whoops, didn't see that coming from a size 3 city). The small CS fleet is sunk (kudos to improved AI naval combat), but the passes hold as expected. So now its the CS turn to move, and every unit jumps into the water. WTF!!!! Of course the AI fleet sinks every unit that it can reach and floods thru the now unarmed passes. And the CS relands their units where they both die the next turn.
The ranged units and city could easily have sunk a few AI ships each turn, so even tho there were over a dozen AI coast hugging ships, the odds of the CS falling were slim had the land units just held their ground, because those passes were not going to be taken by the AI land units on hand.
Scenario 2:
AI ally builds a city on a 2 tile island, and puts a ranged unit on both tiles. War breaks out and a small enemy fleet with a few melee units shows up. Sure enough, both allied units immediately hop in the water leaving the city to fend for it self.
Scenario 3:
Enemy city is nestled between some hills and lakes. My ranged units are having a hard time staying close to hit the city because enemy melee units hit them as soon as they get close to the city. So I send some expendable melee units on an end around hoping to draw the enemy melee units away from my ranged units. But no need for such an elaborate plan because after a few turns, all of the enemy units jump into the lakes within range of my ranged units where I am happy to sink them. The assault on the city took forever as I came in understrength compared to the city strength. So the enemy had time to generate a few units, and each of those units immediately moved into the lake next to the city and were promptly sunk.
Every time I watch a coastal battle, it is the same thing with units jumping into the water for no reason. This really needs to be fixed. I know that in general, AI units are not very smart, but this is just moronic. I suspect part of the problem is that AI units are coded never to just pick a tile and camp out there. It is just hilariou to watch 2 of the same units swap tiles every turn. I know that this isn't a war game, but war is a big part of the game, and deserves a better ai.