Lab Monkey
Peace thru ultraviolence!
I've been including a few new units in my mod, but some are so specialised that the AI doesn't build them - this just goes to prove how basic the unit AI structure must be.
The new strategies I'd like are....
1. Naval scout - as it is, I'm the only one in the game using the excellent canoe unit. The AI doen't recognise non-combat units other than workers and scouts.
2. Airbase. I built an airbase unit that is paradropped and then functions as an immobile land based carrier. The AI can't even comprehend this function.
3. Combined Arms. The AI builds units on their offensive and defensive attributes and little else (I've never seen an enemy paratrooper or marine). I'd like to see the AI able to build units for specialist tactical purposes, rather than just for a steamroller offensive made up of one class of unit. This is one of the worst aspects of the enemy AI, my solution would be to atatch a maximum percentage to any particular unit. For example in modern times Infantry can form up to 100% of an army, whereas tanks can only form up to, say, 30 or 40%. In mediaeval times there would be similar limits on the numbers of Knights in propertion to Bowmen. This would add a lot more historical accuracy to the game, and a level of credibility to the AI.
4. Barbarians that use transports!
The new strategies I'd like are....
1. Naval scout - as it is, I'm the only one in the game using the excellent canoe unit. The AI doen't recognise non-combat units other than workers and scouts.
2. Airbase. I built an airbase unit that is paradropped and then functions as an immobile land based carrier. The AI can't even comprehend this function.
3. Combined Arms. The AI builds units on their offensive and defensive attributes and little else (I've never seen an enemy paratrooper or marine). I'd like to see the AI able to build units for specialist tactical purposes, rather than just for a steamroller offensive made up of one class of unit. This is one of the worst aspects of the enemy AI, my solution would be to atatch a maximum percentage to any particular unit. For example in modern times Infantry can form up to 100% of an army, whereas tanks can only form up to, say, 30 or 40%. In mediaeval times there would be similar limits on the numbers of Knights in propertion to Bowmen. This would add a lot more historical accuracy to the game, and a level of credibility to the AI.
4. Barbarians that use transports!