New AI strategies that we need!

Lab Monkey

Peace thru ultraviolence!
Joined
Mar 13, 2002
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Location
London
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!
 
1) Scout. AI uses offensive (Naval Power) unit as scout. So what I have done is give the canoe 1 attack 1 defense and up all the other units' attack and defense by 1. After doing that, check naval power for canoe and you will see AI build quite a number of canoe and use them for exploration.

2) Airbase. This is a must! There is totally no AI strategy for land base and land transport and if a unit has zero mobility then AI will just keep them in the city. :(

3) Marine and Paratroopers. Hmmm....I have seen AI build them though. In fact, I have seen AI using helicopter to drop units within my territory to attack me even. :D

4) Barbarian landing party. Yup, I miss the barbarian landing in Civ2 so much!
 
I was loth to give the canoe any attack power - for a start it has no attack animation, but it would also give it equal power to a galley.

To be honest it really makes little difference to the gameplay that the AI doesn't use it - as it is I get to see the land a little earlier and meet all the civs, on patch 1.17 it actually eases the tech trading problem a little, as now I can trade with more civs. Having this unit has evened things out for me a lot.
 
Also

Hidden Offensive - For those units with Hidden Nationality so the AI doesn't go beserk with this option in the game. Otherwise its hard to implement them without damaging gameplay.
 
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