Question on scout and worker AI

bazola

Chieftain
Joined
May 23, 2006
Messages
61
So I played around with BetterAI before BTS came out, and it had features for these two units. It made scouts explore closest to your borders first, and would allow automated workers to continue cottages in cottage cities and farms and mines in production cities. I'm not saying it was perfect but I remember being impressed by some things that I saw.

Well I don't think these features made the cut and I wonder if anyone else knows what I'm talking about. Scouts just go in a straight line as far as they can, get immediately killed by barbs, and don't stop to heal if they win a fight. Workers are doing some really crazy things at the moment, I still don't trust them on automate. It sucks because sometimes I have all the key tiles developed and I don't want to make decisions between improving tiles that aren't being worked anyway, or that won't be worked for a very long time. I have to set the workers to automate trade network at this time so that they don't mess up my future plans.
 
While I never bothered with the BetterAI mod, both scouts and workers are if anything worse than they used to be in BtS. Units set to autoexplore tend to wander around in extremely inefficient fashion, and the automated workers are as bad as they ever were. To make matters worse the "leave existing improvements" option is now broken as well.

As always, automation seems not only a mistake, but plain suicidal.
 
I once watched an automated double-forest-promo explorrior (exploring warrior) wander back and forth across the same three forest tiles for four turns in a row :( It's annoying but if I am at anything resembling a crucial point in a serious game, automation is out of the question. Even for something as simple as exploration.
 
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