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Does Better AI remove AI cheating?

Discussion in 'Civ4 - Better AI' started by alacast, May 7, 2010.

  1. r_rolo1

    r_rolo1 King of myself

    Joined:
    May 19, 2006
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    Location:
    Lisbon, Portugal
    Or worse, the 12 tiles/turn of a gunship on roads ;)

    That is a big issue indeed, given how the AI handles all the stuff related to pathing and units missions. It would be cathastrophical if a AI could call off their war plans just because it saw an unexpected unit in the way of their SoD, for a extreme but plausible effect ( Planetfall had some issues with a far more mild version of that, because units in regular BtS reset their missions when they enter in a diferent domain ( say, a unit that can move on land and water without external help ) ... this made that a AI that sent a stack of those units to attack someone and by acident the better path involved a change of domain would reset their mission target and come back home ... ). I don't see how to solve that without a "unit memory", a thing that also would not help with performance ...
     
  2. jdog5000

    jdog5000 Revolutionary

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    Nov 25, 2003
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    California
    They'd actually only have to stop when they revealed a previously unseen tile. Most unit movement by mid/late game happens inside their borders, so it wouldn't be killer in terms of turn time ... probably like +15% or so.

    However, without some memory of units it's seen recently, this would make the AI worse ...
     
  3. MartinHarper

    MartinHarper Warlord

    Joined:
    Feb 16, 2009
    Messages:
    132
    Could we give the AI visibility of all units that it saw last turn? I'm particularly thinking of 1-speed units, where watching closely during the enemy's turn allows you to see which square they moved to if they move out of sight.
     

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