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#1 |
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Prince
Join Date: Feb 2011
Location: New Zealand
Posts: 309
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When animals don't attack
This bear, which was on the tile to the north, could have eaten my scout for dinner, but just wandered off instead. I've seen this quite frequently - is it just random?
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"Fear my spearman" - Montezuma, 1500 AD, last words |
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#2 |
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Synthetic Life Form
Join Date: Mar 2008
Posts: 10,584
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I think he saw a salmon jumping out of that river.
I've seen that happen many times. I assume it is just random
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"Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity." Christopher Morley lymond's YouTube Channel - Watch me play Civ4 poorly CFC GameOftheMonth(GOTM) Page - why are you not playing these ?
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#3 |
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Warlord
Join Date: Apr 2006
Posts: 204
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They only attack when they are hungry or in danger.
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#4 |
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Barbarian
Join Date: Jun 2009
Posts: 489
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I've observed this behavior on human barbs too, although they're somewhat more intelligent, aside from "garrisoning" goody huts I've seen them avoid low-odds battles for easier targets or go straight for improvements/cities. I've also noticed some types of animals - panthers and wolves - are more "aggressive," because they seem to always attack whichever non-barb unit ends up in their 2-tile movement range even if their target is out of their 1-tile sight, unlike other animals (like in OP) that might probably attack if the target is on an adjacent tile; anyone who can confirm these?
Last edited by joanne; Jul 25, 2012 at 08:43 AM. |
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#5 | |
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Prince
Join Date: Jul 2010
Location: The Capital of the Confederacy
Posts: 301
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Quote:
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#7 | |
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404 User. True form on.
Join Date: Mar 2010
Posts: 5,373
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Animals shun aggression 10% of the cases. That is a hardcoded fact. Indeed, those 10% are the most awesome along bears. Those 10% happened to me quite often.
Quote:
Now, back to the subject, there is two levels of barb behaviours according how advanced global expansion (average number of cities per number of AI's plus human player). First level of attitude: the barbs are attracted to juicy pillaging improvement at a certain distance. Second level of attitude and final one: the distance is accrued, thus barbs are starting ignoring camping units. BTW, all AI units have omniscience, some sort of internal radar to follow some prey, but actually their fogbusting abilities and sight are normal just like the human player. The reason behind that kind of cheat is the total lack of memorization like the human players or simply deduction. That handicap simulates without huge background CPU uses intelligent AI. Last edited by Tachywaxon; Jul 25, 2012 at 09:26 PM. |
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#8 | |
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Emperor
Join Date: May 2010
Location: Lake Mary, Florida
Posts: 1,071
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Quote:
The rest of it, yes.
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Civ4 TraitBuildingUnitTech Chart = http://forums.civfanatics.com/showthread.php?t=372058, Leader Picker = http://www.civfanatics.com/civ4/refe...icker_bts.html, AI Behavior = http://forums.civfanatics.com/showpo...5&postcount=11 Know Your Enemy = http://forums.civfanatics.com/showthread.php?t=478563 |
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#9 |
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Chieftain
Join Date: Jun 2012
Posts: 52
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Regarding the fog defying panthers and wolves, someone explained in another thread that the AI doesn't remember your movements turn to turn so to get around this AI units can see as far as they can move each turn (otherwise escaping a stronger AI unit would just be a matter of moving 1 space away). This creates the unfortunate side effect of units with 2 or more moves always knowing where your units are if the are in range - which is why panthers and wolves always track you down, and AI oil powered naval units appear to cheat.
Can't remember the thread or who explained this though sorry. |
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#10 | |
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404 User. True form on.
Join Date: Mar 2010
Posts: 5,373
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#11 | |
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Magyar Madness
Join Date: Apr 2008
Location: California
Posts: 821
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Quote:
the Snake is really Monte and the Aztec hordes heading towards your capitol....
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#12 |
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Human
Join Date: Mar 2009
Location: Formerly: Missouri, USA
Posts: 776
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#13 |
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Emperor
Join Date: Aug 2007
Location: Irrelevant.
Posts: 1,151
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Animals are extremely unlikely to enter tiles that have resources on them, such as the gold tile your scout is on.
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2007: Economic Left/Right: 5.75 Social Libertarian/Authoritarian: 6.26 2010: Economic Left/Right: 8.00 Social Libertarian/Authoritarian: 3.23 2012: Economic Left/Right: 8.62 Social Libertarian/Authoritarian: 1.23 |
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#14 |
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Hostile Villager
Join Date: Dec 2005
Location: Mpls, MN
Posts: 52
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I definitely notice barbs and animals don't tend to approach you when they come out of the fog for about the first 10-12 turns (my guess) after they start spawning. They pop in and pop out as long as they are at least 2 tiles away. After that, they seem to pop in and approach you. I notice this more with military units than Scouts, though.
Early in each "phase" I constantly have them "decide" not to attack me. After about 10 or so turns, that's no longer the case. Warriors even attack my Axes at that point... |
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#15 | |
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track $tar
Join Date: Aug 2012
Posts: 101
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Quote:
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#16 | |
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Deity
Join Date: Jun 2009
Posts: 9,627
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Quote:
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#17 |
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Queen of Misclicks
Join Date: May 2012
Location: Budapest, Hungary
Posts: 1,564
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Animals have 10% chance to avoid an attack altogether as Tachywaxon mentioned above. They will never enter resource tiles if there's no unit to attack on them, otherwise the standard 90% chance applies.
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