AI = placeholder in MP ?

Sadly, I can only confirm that AI is seriously weakened in multiplayer games. My wife and I played a MP game (her first Civ 5 game), we were both on Prince and we where WAY ahead on points. Then I read this post and suddenly understood why........my wife was SO disappointed;-)

Has this issue been reported? This really needs to be fixed with the next patch. This totally ruin the multiplayer for my part.

Kasper
 
Sadly, I can only confirm that AI is seriously weakened in multiplayer games. My wife and I played a MP game (her first Civ 5 game), we were both on Prince and we where WAY ahead on points. Then I read this post and suddenly understood why........my wife was SO disappointed;-)

Has this issue been reported? This really needs to be fixed with the next patch. This totally ruin the multiplayer for my part.

Kasper

I don't know how well known this issue is. People never seem to list it in the big "What's Wrong with / Bugs in MP" threads, and I fear it gets lost in all the unit animation complaints. Granted I want MP unit animations as well, but I can play without them. I can't play with broken AI. I think a lot of people actually don't even know because they always play with all or mostly all human players in MP.
 
We 've tried a game yesterday with the "random personalities" setting and it definitely spiced up the AI tactics

The wonders were build on proper times, expansion from most civs was good and my mate got attacked +- 1000 BC by 2 AI civiizations after he conquered the english :) ( KING difficulty, marathon speed, huge map)

I can't say yet that the AI is as smart or involved like in singleplayer, but it is a big improvement for sure.
 
is the AI default at prince? is there a way to give them production bonuses to make-up for their lackluster performance?
 
is the AI default at prince? is there a way to give them production bonuses to make-up for their lackluster performance?

The way it worked in Civ IV MP was that the bonuses the AI got was determined by the difficulty level the game host was set to. (So if the host was set to diety, the AI would get a ton of bonuses/cheats). I don't know if this is still the case for Civ V. You can however, if you want to edit the game files, change in the XML the AI default difficulty level, however there is no way to do this in-game.
 
Sigh, unfortunately the MP AI isn't even listed at all in any of the official posts concerning the next patch. Looks like we are going to have to wait a long while before this gets addressed.
 
haha i had a game like this last night...The AI doesn't seem to do ANYTHING in MP, it's really ridiculous. By 100 AD Alexander still had his 1 capital city....

I fail to understand these game companies. You make an awsome SP game then you have a MP feature of that same game but take out or gimp features that made the game so fun to play in SP.

Game Companies PLEASE WHEN YOU MAKE A MP VERSION OF A SP GAME KEEP ALL THE DAM ELEMENTS OF THE SP GAME THE SAME JUST ALLOW MULTIPULE PLAYERS TO PLAY.. Not a hard concept. Yes have OPTIONS that a person can tweek/stream line the game to how they want. But there are many of us that play MP that want all the features that the SP game has like animation, Manual Saves, Huge maps, good AI, etc. Personally I always play MP on the larges maps a game has and this goes for all games I play, and we have a blast. Yes the games can take weeks to play but so what, that is how my friends and I like to play it. I can't remember the last time we played on a medium or small map in any game with MP (with the exception of FPS)
 
is the AI default at prince? is there a way to give them production bonuses to make-up for their lackluster performance?

I started a game 2vs2 with an AI as ally vs 2 AIs. I set my difficulty to deity and saw at the beginning of the game that my AI-ally has 2 settlers, 2 workers, etc. So, I hope, AI were playing at deity level :)
 
I started a game 2vs2 with an AI as ally vs 2 AIs. I set my difficulty to deity and saw at the beginning of the game that my AI-ally has 2 settlers, 2 workers, etc. So, I hope, AI were playing at deity level :)

Was this in single player or multi player? If it was multi player, how did it react when you have two human players set to two different difficulties?
 
I fail to understand these game companies. You make an awsome SP game then you have a MP feature of that same game but take out or gimp features that made the game so fun to play in SP.

Game Companies PLEASE WHEN YOU MAKE A MP VERSION OF A SP GAME KEEP ALL THE DAM ELEMENTS OF THE SP GAME THE SAME JUST ALLOW MULTIPULE PLAYERS TO PLAY.. Not a hard concept. Yes have OPTIONS that a person can tweek/stream line the game to how they want. But there are many of us that play MP that want all the features that the SP game has like animation, Manual Saves, Huge maps, good AI, etc. Personally I always play MP on the larges maps a game has and this goes for all games I play, and we have a blast. Yes the games can take weeks to play but so what, that is how my friends and I like to play it. I can't remember the last time we played on a medium or small map in any game with MP (with the exception of FPS)

Try dealing with an AI diplomatic offer popping up and interfering with you on a critical turn where both players are using double moves for a critical combat. It's not a problem in turn-based mode with untimed turns (single player) but it really sucks in MP. I imagine in testing people were banging heads against walls if/when this happened so they just coded it out.
 
Try dealing with an AI diplomatic offer popping up and interfering with you on a critical turn where both players are using double moves for a critical combat. It's not a problem in turn-based mode with untimed turns (single player) but it really sucks in MP. I imagine in testing people were banging heads against walls if/when this happened so they just coded it out.

That's why it worked perfectly fine in Civ IV which also had simultaneous turns? And who says it has to be an automatic diplomacy screen? If a human player contacts you at that moment it would theoretically be the same problem, except you choose to answer it. The AI contact can work the same way.

There are a bunch of ways to work around the problem you bring up, the solution should NOT have been to code it out completely and therefore break the purpose of the AI to begin with. Frankly, at this point they should have just left out the option to use AI all together as it's basically useless.
 
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