Help, the IA is so stupid IA!!!

Next patch they will be a bit more reckless when they are in horde mode though, so you should start seeing some city suicide attacks, but they ought to break off at some point rather than smash their entire stack.

I really like the changes, but it makes Orthus even more of a beast. He seems organized, and instead of sitting on a city will move to the next. I watched him kill 4 civs today.

If he knocks the first one off, his promotions make him much worse, and he seems much less... wandering.
 
I have never been defeated by a fully loaded Orthos...when I have at least 4-5 basic melee in town.....then keep building warriors til he is dead.
 
It's so awesome, i hear a french accent in my head when i read your posts. Nothing bad with that at all since i love french accents!

I agree with the AI being crippled in their techs, and it might have something to do with the 25% build rate to improvements that has been added in FF. When i played FF before (september-november maybe) the AI was just as good (if not better) as in FfH2. The battle AI has been improved in FF, at least if we are talking about barbarians. Barbarians don't bother me at all in FfH, but they REALLY piss me of at times in FF. It's as if they are TOO smart.

Damn pillagers.
 
I agree with the AI being crippled in their techs, and it might have something to do with the 25% build rate to improvements that has been added in FF.

I can see why this would be an issue.

Personally, I'd advocate the simplest possible solution. All workers should follow these rules

1. Workers should only build things they can do at 100% rate, unless there are NONE of those to do, anywhere in the empire. ie, every tile they have the tech for is already improved, or they have no improvement techs.

2. Whenever a civilisation discovers a new tech, all AI workers, (and automated human workers) belonging to that civ should immediately stop and re-evaluate their current task. If the new tech has allowed them to create an improvement more efficiently, and they're currently doiung a 25% speed build, they should stop their current task, and search for more efficient improvements.

This might put the AI at a slight disadvantage, as it would be unlikely to ever get lumbermills before Ironworking, and such things. But it would stop them from getting caught up doing things that take forever, when there are easier tasks to do. And would likely result in a better AI overall.

As an optimisation to point 2, it might be better to have a list of techs which allow faster improvements, and only make the workers re-evaluate if their civ discovers a tech which is on that list.

I think these techs are

Agriculture (farm)
Crafting (winery)
Calendar(Plantation)
Education(Cottage)
Mining (mine)
Exploration (road)
Masonry (quarry)
Construction (windmill, watermill)
Iron Working (lumbermill. I think this is too late, personally, but that's an issue for another thread)

This list only covers those which have a 25% build rate mechanic, not things like fishing boats, etc.
Did I miss any?
 
I think the workers should go back to the way they were when they could only build something like a farm, if they got agriculture...what if the AI sees they can make a farm without the proper tech and thinks...oh well, that can wait since my worker can do it anyway...just takes longer.
 
Iceciro Has fixed the AI wonkyness with his version.

Part of the fix was to remove the improvment slow building thing. That improved things by leaps and bounds. He then went in and set tech paths for each civ. Now instead of just beelining an expensive tech or just randomly picking whatever they will actually build up the infatructure techs while still slowly progressing towards the civ specific techs.

The AI is actually giving us troubles and occasionally beating us now.
 
But we may suck. I'm not ready to rule out that we suck.
 
I would so much like to see the AI fixed without changing the way workers are now. I cant express how much I like the 0.50g worker system (Havent downloaded 0.50h yet)
 
I'd love to try this 'Fall Flat' you talk about. :goodjob:

I'm slowly edging it towards something I could release and not be embarrassed about :)
 
I'm slowly edging it towards something I could release and not be embarrassed about :)

How about we start making fun of you now? So you won't have anything to lose by releasing.
 
Honestly, I want to get all of the civs the upgrades I have planned. I still have the Khadi, Amurites, Banor, Malakim, Dovellio, Grigori left to go.

Then I have to make sure I didn't make any of them wildly imbalanced! :D
 
I'm slowly edging it towards something I could release and not be embarrassed about :)

Don't worry about stuff like that, I believe that Kael has said it best:

The first rule: you are the only person who has to like what you have created. Don’t make the mod you think other people will want, don’t change a design based on outside feedback unless you agree with it. It is better to have an unpopular mod you enjoy than a popular one you don’t. That goes for all of the advice in this article, if you don’t like it, don’t use it. This is the advantage of modding, Firaxis has to worry about making sales and mass appeal, but we don’t.
 
Hmm. Your point is well taken.

I'll release it when it's done. There's a group of my friend's closed-betaing it for me, so once the bugs are ironed out seeing it pop up in this forum is a real possibility.
 
I think it is time to ressurect the thread?
The AI keeps letting workers with 1 defence adjucent to my troops, and even brings them in range knowing my troops are there!
 
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