Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
Yes, cities should also be immune from S&D
No, it was a common strategy to surround a city to starve it... but what about making buildings like well or granary a city more immune against S&D?
Yes, cities should also be immune from S&D
No, it was a common strategy to surround a city to starve it... but what about making buildings like well or granary a city more immune against S&D?
Don't you think something's wrong when a relatively new player can be competitive on deity?
Yes, totally. I think there's something wrong when anyone but a small elite can be competative on diety
What is need is for players who have situations in which the AI makes a clear mistake (vague strategic errors don't count - a definate tactical mistake you observe I mean) to post save games of the previous turn's autosave, and descriptions (and ideally BBAI logs too, but saves where it reproduces are the main thing). Those with BBAI logs running who are play-testing and active here could also check the AI stats periodically and see if they can see things going awry.
@Koshling:
What on earth is going on at about 12:04 in the first vid? I've had the same problem for about the past three months, and I think it has something to do with Viewports. It almost looks like BT, except it goes away on a reload.
I don't know. I've seen it happen on occasion too, but never repeatably to investigate yet. I am also 99.99% sure it is a viewport issue.
I've no idea how Shen got so lucky when attacking a lot of these cities, in my games on deity, cities can have 30+ units defending, anything lower than 5 is virtually non existent.
* I think having the map so cramped really screws up the AI - having now thought about it. They can't figure out what to do with there army very well and other problems too.
The biggest surprise was those first guys you conquered on the left taking those 2 awesome cities. He had what 2 or 3 dudes defending and virtually no other army? I've never seen this before. Usually early prehistoric they have at least 10+ units defending capital, probably more like 25+ in a lot of cases. Anyway, it worked out great in terms of your game.
In the game im playing now congo is my neighbour and on two cities he had over 50 units i'd say. I've had to reload about 4 or 5 times to survive this massive push that he is doing at the end of prehistoric with horseman and atl-atl.
@Koshling, another thing I noticed with shen's recent video is his 1 gold diplomacy for peace exploit. This obviously needs to be patched. To force peace for 80 turns by demanding 1 gold.
The AI is inclined to accept the deal because its only 1 gold, but the implication is obviously the 80 turn peace which they don't factor in.
Well, if the AI properly values the peace treaty time then that kind of "fix" won't be needed.Maybe a fix would be to have a minimum demand amount per era.
Although, all those resources that are basically useless would count too wouldn't they? Like you could just demand a resource that has literally 0 value and the AI would accept. They would need to be excluded as well.
Maybe just say anything with a value under $100 per era x3. So 300 ancient, 900 classical.. is excluded (not allowed to be demanded).