mckinney156
Chieftain
- Joined
- Aug 1, 2017
- Messages
- 38
If you want to play against human like AI, why not just play a MP game? I don't think its within any companies budget to code a separate AI per difficulty level.
Totally not buying this.
Sorry, but I think its exactly that the business model uses players as playtesters. Some of these issues could be fixed in ten minutes. Half the players here could fix them in ten minutes if they had access.
I think their in-house play-testing is pretty much auto games and cheating down situations to see if something specific is working as intended. Which means they are going to miss all kinds of things.
If you want to play against human like AI, why not just play a MP game? I don't think its within any companies budget to code a separate AI per difficulty level.
The AI is still pretty poor. I think if it only built military units, it would probably be better than the current AI. Even on Deity, after the first 30-40 turns its very easy to have a larger military than the AI. This is even ignoring the fact that from a tactical standpoint the AI probably needs 3-4x the number of units as the human to have a chance currently.
Those games have far, far simpler movement, though, without turns or tiles to worry about, let alone districts.Starcraft II and AOE2 HD have pretty decent bots that play smarter at higher difficulty levels. The former only cheats on the highest setting and the later doesn't cheat unless the user enters a code. These things have to control dozens if not hundreds of units in real time. While they're not enough to beat good players and are highly exploitable, both games are multiplayer centered so AI isn't even a priority.
And then we have modders in this franchise that have always done a better job than the default.
You're entitled to your own opinion of course, but raging about it now is kind of pointless. We're all just speculating.
Some of the bugs are easily repeatable and pretty obvious. And having been involved in beta process before, I know for a fact devs do ship with known bugs because they don't have time to get to them and the ship date is set.
This is why I spend most of my post postulating as to why they had to have a summer patch if a larger fall patch would have been ok for a lot of people. The Nubia DLC may be a good reason why
No, this isn't right. With the tile mechanics it's very important to teach the AI to use it correctly. Otherwise it gives the player plenty of terrain and range related advantages. Advanced strategies to properly use flanking and getting past choke points is something that even Vox Populi has trouble with, and the tactical AI of any vanilla civ game is a joke compared VP.Actual AI combat tactics probably have relatively little to do with the perceived difficulty. Like in that last game with Norway's aggression, Harry kept spamming knights at me after the initial attack, which appeared to reach me in groups of about 3, sometimes with a crossbow or catapult mixed in. If he had actually guarded the units and supplemented his attack with a navy, it would have been devastating.
I mean if we're talking voice actors and personalities, that's a separate subject from what I was addressing, and I don't really see any issue with your comments there.
But I completely disagree regarding the leader graphics. I don't know anything about clash of clans, but the setup of leader interactions in VI is far more personal and engaging, making rival civs represented more by characters than color schemes and playing off the way our brains process information.
A degree of randomness isn't a bad thing. If the AI for certain civs acts exactly the same every single time, I'd count that kind of predictability as a drawback.
There should be some dread in settling near a civ you know has certain military bonuses
Kinda feels like we're falling into assuming everything with V is necessarily better just because of some of the failures of VI, which I don't think is fair.
How great would it be if at Deity, the AI got no bonuses, but played really well instead? This is not what I am expecting, though. At this point, I'd settle for it having basic competence at playing the game.
Build orders are really the same thing as playing better.
You'll probably end up worse if you open 4 scouts every game.
Also, I am skeptical that these things are that mysterious in Civ vi.
Sure, people have variations, but there are general benchmarks that people have regarding number if cities and tech levels that don't fluctuate thst much. In civ 4, we were able to set target research and city levels by a certain turn, and here we have people throwing out average win dates. It is not too far feteched to find out when you average player can build 4 archers given a certain amount of cities.
Sure, it will not work in all situations. Can't say it is is any worse than now. But sure, at this rate it would be nice to have ai that works at all.
It's part of it, and certainly something that needs addressing, but Civ is much more context-dependent in that regard than Starcraft. A Starcraft AI can literally be fed a series of build orders and timings, and as long as it has limited flexibility to improvise, it will perform differently depending on the strategy its been given even if its actual execution of play mechanics is poor. RTSes have the advantage in that regard that they can leverage something computers naturally do better than human players - multitask. Turns instead of real-time remove that advantage.
True, but say you give the computer an approximate build order 'build military units at point X' in a city that meets certain conditions, until they reach a cap at point Y. That's the way human players might approach the game to maximise their economic efficiency - and it will work well for the AI if the player doesn't play especially aggressively, or if the production city is too far from the player's. And that's discounting any interactions with other AIs. But if the AI loses those units it's following the same instructions and doesn't know how to adapt it will struggle - not an issue in Starcraft because any given building is only capable of producing military units, so any resources are automatically fed into units, and each structure has its own build slots. Your barracks doesn't need to take a break because you're teching up or building SCVs (resources permitting).
It's less that Civ VI is 'mysterious' and more than you're massively overestimating the complexity of games like chess and Starcraft. Chess takes advantage of something AIs can do well - it has a finite series of moves available at any point and the AI is very quick at running through the list and identifying which one leads to the greatest value. Starcraft has intrinsically strongly restrictive mechanics that limit what the AI is allowed to do - most building slots can only produce units, for instance, set supply caps, and set spots for base expansions - and small unit rosters. Units in Starcraft have set counters and almost nothing in the game varies with context. AIs perform noticeably worse in RTSes that have less restrictive options or more complex rules and interactions, such as Age of Empires or Cossacks.
That needs to be the priority, indeed. One option that occurs to me is either remove Holy Sites as a district type and just allow the associated buildings to be placed in the city centre, or at least don't count them towards the district limit (since their utility as districts for GP generation fades very rapidly). At the very least that minimises the economic penalty the AI suffers for spamming them inappropriately.
They rarely build commercial and industrial zones...
But sure, at this rate it would be nice to have ai that works at all.
Starcraft (both)'s AIs are mostly one size fits all and there are many different maps so it still affects it there. Even on the same map depending on spawns, you could be much closer than usual and distance most certainly does matter. And while the AI might be sub-optimal in some cases, I think that's a sacrfice I'd be willing to make.
Civ 4's AI was capable of plotting wars and dropping them if it could not manage the proper attack force.
Funny, I thought the HD version of AOE 2 had an amazingly competent AI (relatively speaking) at least against casual players.