As much as I love this mod ... [AI failure]

Vorpal+5

Venturing in Erebus
Joined
Mar 25, 2008
Messages
658
... I think that (despite the chore it is surely), something really ought to be done to improve the AI on the aspects which are FFH-Specific.


Like picking up an item for example? :mischief:



10 turns pass, nothing is done here:




or alternatively, have adepts able to cast efficiently anti fire or anti hell terrain spells... :crazyeye:
 
I think the team is waiting for the mod to be in feature lock before they do the major AI work or else it would just break every time they added something new.
 
Wow, you say the AI isn't very good??

I don't think anyone has said that before.
 
I would at least offer that tons have been done to teach the AI how to use FfH specific functions. But its not perfect and we are definitly still working on it.
 
keep in mind that FfH2 is still technically a beta
 
and I think the AI is doing rather well, considering how much strain is being put on it. Last game, the hippus were successfully using maelstrom to attack balseraph cities, which I think is amazing =)
 
and I think the AI is doing rather well, considering how much strain is being put on it. Last game, the hippus were successfully using maelstrom to attack balseraph cities, which I think is amazing =)

I believe that Kael said he found a bug that was causing the AI to pretty much only consider casting spells when attacking cities, never in the open field. This will be corrected in 0.40, so the AI should become much more formidable.
 
I believe that Kael said he found a bug that was causing the AI to pretty much only consider casting spells when attacking cities, never in the open field. This will be corrected in 0.40, so the AI should become much more formidable.

In regards to summon, yes. Previously every summon was being tagged with the attack city ai flag when it was created. If there was a city within its movement range then it would work great. But if there wasnt it just sat their on the casters stack (we found it with acheron, who was creating meteors every turn, but never attacking with them).

The ai flag was changed to just the generic attack flag so it will go after whatever it can (units with a duration were already told to suicide themselves without much regard to combat odds). So its a lot better.
 
I play FfH on one level higher than I play Bts; I think the 'real' differnce is more than one level but far less than 2. I'm pretty sure that the difference is the AI being built for 'real' Civ is harder to port to a complex mod.

But when we talk about 'bad' AI, I dont't think we are even close to that conclusion. For instance, compare it to the AI in Master of Magic (an even more complex game) and it will look quite good in comparison.

Best wishes,

Breunor
 
I'd just like to say that although the game AI doesn't seem to be a priority now with the developers, each new version features improved AI IMO.

I only play at Monarch difficulty and I have to say in .34 that victories are not the sure thing they were for me in .33. For example, the AI seems much better at marshalling army stacks to attack instead of the small 1-2 unit incursions. I find myself having to prepare militarily much more for AI wars than in previous versions.

Of course your game settings like AggAI have something to do with it, but I use the same settings as I did for .34.

The only thing that bothers me about .34 is the 'new' AI for raging barbs. I feel the new targeting system needs improvement as getting singled out by the barbs without any end in sight can really be a game killer. You can have fun killing barbs in raging barb .34 games until you turn blue. Unfortunately, it has become predictable, monotonous and really not much fun.

Not using the raging barb option works fine, though. :)
 
Also, try playing a game without ever saving or reloading (which is in effect what the AI is doing). Suddenly, you will notice that the AI is doing pretty well.

I think the main reason this mod can be played at a higher difficulty level is because humans are better at keeping, training and upgrading strong units that have gained a ton of experience. This is a lot easier to do in FFH2 than in the plain BTS version.
 
I think the main reason this mod can be played at a higher difficulty level is because humans are better at keeping, training and upgrading strong units that have gained a ton of experience. This is a lot easier to do in FFH2 than in the plain BTS version.
Yes, that is the key. I find FfH easier than Vanilla for this reason. Experience comes faster and promotions are more powerful, and I know how to utilize those high-experience units much better than the AI.

- Niilo
 
Yes, that is the key. I find FfH easier than Vanilla for this reason. Experience comes faster and promotions are more powerful, and I know how to utilize those high-experience units much better than the AI.

- Niilo

That's why I proposed an option which would allow all AI units to gain a bit of XP each turn, like a mage. This way the AI would face you with much more experience units in the long run.

About barbs I concur, the way it is done is not optimal. I had a stream of barbarians, and then they all disappeared for dozens of turns, on several screen wide of searches (by hawks). Then I found they were all heading against the Amurites. :rolleyes:
 
People want to face a smart opponent like human beings,not dozens of stupid warriors.

Maybe we need a MODMOD like "Better BTS AI"
 
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