Are there factions the AI doesn't play well?

Actually the computer plays really well as the balseraphs (it's tough to outtech them when they recieve both a difficulty boost -and- all their cities have masquarade starting with 4-6 resources that work with it). They are also decent with the cualli, matazl, khazad, and illian, mostly from autoterraforming and those super mines. They are uber with the infernal and frozen.

Of course if we are talking war strategy, they have the ability of 'utter fail' attached to all of their units, but that's not something easily resolvable even by upping the difficulty setting. Now if the mercurians could be taught to cast spells.. I'd have a reason to fear their angels.
 
Tyranis doesn't get blitz while auric ascended does. Dunno if this was accidental, but they are not equals. 10 movement blitz > all kinds of :):):):).
 
Generally, the more unique a civilization's features, the harder a time the AI has in using it. From my experiences with base FfH and FF, the Luchuirp and Kuriotates are especially weak in the hands of the AI (but I don't know if RifE has improved anything for them).
 
I've yet to see the AI really make use of spells to any effect. Might just be me, though. The most I've seen out of the AI is popping off a world spell more or less at random. Most irritatingly, Basium popped off his world spell when I summoned him as the Frozen. He really needs to cut that out.
 
I've noticed that the AI has a problem with Ophelia Rosenthal as the Scions. For some reason she doesn't "take the gift," and therefore doesn't have the Emperor's cult or necromancy stuff...bug?
 
"Triforce promos are gained from the three Guardians spawned by Pristin Pass; Get them all on one unit, take it to the pass, and you can cast a spell turning the unit into a fort commander, claiming the Pass as a MASSIVE fort, and granting large bonuses to your cities."

This never happend to me... I heard/read about it, tried it with a lot of different races, but never got to it. How does it work, what do I have to do, what will happen...?
 
Pretty much what Valk said. I've been placing Pristin Pass in worldbuilder as it doesn't seem to be placed normally. The triforce pieces are equipment-you can tell one unit to take it from another, or off the ground, as necessary to get them all on one unit. Move that unit on to Pristin Pass and he gets an extra command button which turns him into a fort commander (nothing special about the unit, though the completed triforce gives a few bonuses to all your cities-enough to be a big deal if you can do it early).

The odd thing was, in one game, I had another high level unit that got the button when it was on Pristin Pass (a high level Angel I got from a dungeon and had been using for a while), so I could have two fort commanders on Pristin Pass, but I couldn't seem to find any other units that had that option.
 
The three mills will not be available to build until you have a midgame tech, at all; No "slow build with tech" for them, unlike the other improvements.

Any chance of doing the same for other improvements like cottages, workshops, and plantations? I like how there's the option of building them early if you want to dedicate the time and workers, but it really makes turning workers on auto a bad idea until later in the game. Things like mines and farms one usually gets the tech for early, but instead the autoworker will go off and spend 30 turns building a plantation on a duplicate resource outside of a workable area. It's a bit silly, and a real handicap for the AI.
 
Any chance of doing the same for other improvements like cottages, workshops, and plantations? I like how there's the option of building them early if you want to dedicate the time and workers, but it really makes turning workers on auto a bad idea until later in the game. Things like mines and farms one usually gets the tech for early, but instead the autoworker will go off and spend 30 turns building a plantation on a duplicate resource outside of a workable area. It's a bit silly, and a real handicap for the AI.

Nope.

That said, improvements are changing quite a bit, and IIRC, Snarko taught the AI how techbonuses work, meaning they build better.
 
I have taught them to value build speed bonuses but the code isn't in yet, nor will it be until I'm done with teching in general. I have not done anything to teach them to build what they can build fast.
 
While we are on the subject: Are there any plans to finally make the AI capable of naval warfare?
 
Yes. But not until the units are revised, so not for a while.
 
Related to the topic; I don't know if it's coincidence or not but the last three games that the Chislev have been in, they were taken out by other AI civs fairly early in the game. Don't know if the AI is just bad at them or if they've just had some really bad luck recently
 
I have taught them to value build speed bonuses but the code isn't in yet, nor will it be until I'm done with teching in general. I have not done anything to teach them to build what they can build fast.

Ah, thought that was in already. :lol:

While we are on the subject: Are there any plans to finally make the AI capable of naval warfare?

Yes, but units will change quite a bit before we do that. No point teaching it the current setup when that setup will then change.

Related to the topic; I don't know if it's coincidence or not but the last three games that the Chislev have been in, they were taken out by other AI civs fairly early in the game. Don't know if the AI is just bad at them or if they've just had some really bad luck recently

Chislev will get a bit better.
 
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