Ais Web

Diferencia

Chieftain
Joined
Oct 22, 2001
Messages
2
I think that the great frustation that produce de ai engine in our game is the fact that it may be neihter fit the most of the time with the map. In my opinion the ai view the gaming as it were a web, it has to be constructed like a web that need a center and various rings around when it expands. Ai cannot manage itself as a group of independent cities. Cannot sacrifice because a greater expectation. Cannot divide the kind of strategy in order of the segurity of the cities area. The majority of the times my insolated cities are defended by a warrior each one in the course of many cenuturies (really sometimes even at 1800ac!) I have never seen a carrier in the ai lines. The ai spread units around cities in order to obstaculizate enemy incursion because it gives reference points on which the defense will be settled, depending on the unit that is attacked first the ai predicts the possible directions of the attack and spread production lines in the web, the farest cities from the attacking point will produce attack units and the nearest defense units. Id the ai spiderweb is divided or no well formed(because of the continent), the ai could be the idiot of idiots but it will be used as an obstacule for the rest of the game surely in the way of hit your reputation.

The best for the ai future could be to ensure that it will work as more than one, i mean to divide the great spiderweb in various spiderwebs that perform in base of their zone security and insolation.
I will talk futher about....
 
I don't think this is relevant, but has anyone seen the AI use the easiest way of conquering: escorted several transports loaded with armour and howitzers? A good large army with about 3 howitzers to 1 armour, with numbers depending on the scal of the conquest, is unstoppable. A carrier loaded with fighters is good for picking off annoyingly strategically placed units.
 
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