cracker
Gil Favor's Sidekick
This revelation was uncovered in one of the 42 different V1.29 bug and chat threads that are so cluttered up with excited drivel that the real bomb shell might be missed.
Hopefully I have read this correctly, but forgive me if I got it wrong in any way because there was so much garbage and noise to try and filter out.
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Here's the question for and quote from Mike Breitkreutz FIRAXIS:
"Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor."
"Yes. For example, the Rifleman has both the offensive and defensive strategies. When the AI builds a rifleman, it will build either an offensive rifleman or a defensive rifleman. Likewise, when you place a rifleman on the map in the editor, you need to tell the AI whether it is an offensive or defensive rifleman (or set it to random and it will choose randomly when you play the scenario)."
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I consider it a significant revelation that the strategy for the unit is set at the time it is built. If the AI builds an infantryman and decides it needs the unit to fill a defensive role, then the unit gets assigned permanently to that task. If the AI needs the infantryman to be an offensive unit at the time it is built then that is the role that the unit will take on for its lifetime.
This explains a great deal of what we see in the SOD behaviors of the AI in V1.21 and its willingness to commit suicide with attacks against fortified defenders and advancing forces. Knowing that the AI cannot change strategies with its units opens up all sorts of exploit possibilities in the "bait-faint-and switch" areas of strategy.
This further clarifies why the AI players tend to self destruct with units that you define for scenarios whne more than one strategy can apply. We think that we may have done a great thing by defining some early military unit that can also build roads or by defining a late game mobile combat engineer. But in reality, the AI strategy choices are severly limited by the narrow programming choices of implementing only one strategy with a unit. This accounts for why we never see the AIs use these advanced unit combinations in a way that can exploit their the special abilities of the units. The AI has a one path mindset by design and even though we indicate that more than one strategy may be used, the way the units get assigned to a single strategy at birth effectively renders the other task strategies useless for the AI.
Hopefully I have read this correctly, but forgive me if I got it wrong in any way because there was so much garbage and noise to try and filter out.
------
Here's the question for and quote from Mike Breitkreutz FIRAXIS:
"Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor."
"Yes. For example, the Rifleman has both the offensive and defensive strategies. When the AI builds a rifleman, it will build either an offensive rifleman or a defensive rifleman. Likewise, when you place a rifleman on the map in the editor, you need to tell the AI whether it is an offensive or defensive rifleman (or set it to random and it will choose randomly when you play the scenario)."
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I consider it a significant revelation that the strategy for the unit is set at the time it is built. If the AI builds an infantryman and decides it needs the unit to fill a defensive role, then the unit gets assigned permanently to that task. If the AI needs the infantryman to be an offensive unit at the time it is built then that is the role that the unit will take on for its lifetime.
This explains a great deal of what we see in the SOD behaviors of the AI in V1.21 and its willingness to commit suicide with attacks against fortified defenders and advancing forces. Knowing that the AI cannot change strategies with its units opens up all sorts of exploit possibilities in the "bait-faint-and switch" areas of strategy.
This further clarifies why the AI players tend to self destruct with units that you define for scenarios whne more than one strategy can apply. We think that we may have done a great thing by defining some early military unit that can also build roads or by defining a late game mobile combat engineer. But in reality, the AI strategy choices are severly limited by the narrow programming choices of implementing only one strategy with a unit. This accounts for why we never see the AIs use these advanced unit combinations in a way that can exploit their the special abilities of the units. The AI has a one path mindset by design and even though we indicate that more than one strategy may be used, the way the units get assigned to a single strategy at birth effectively renders the other task strategies useless for the AI.