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donpabloss am 12.08.2012 23:51 #10306


I've got some ideas how AI/Military should be improved:
-AI leaves their HQs/Harbors unoccupied so it's too easy to conquer them;
-If I attack/am being attacked, troops from nearby military building go out to defend attacked building.
Attacked building can be captured before all fights are finished;
-I find it too easy to capture military building that are close to harbor points. IMHO too many troops can be
send by ships. It could be limited somehow.

Editiert von donpabloss am 12.08.2012 23:51

Spike am 13.08.2012 05:38 #10307

Im Ruhestand
Zitat:
-AI leaves their HQs/Harbors unoccupied so it's too easy to conquer them;

I don't save my HQ too - you would have to much soldiers who are not able to attack.

Zitat:
-If I attack/am being attacked, troops from nearby military building go out to defend attacked building.
Attacked building can be captured before all fights are finished;

Some Humans are doing the same - hard to make a decision if you should attack with 100% oder only 80%(or less) of your troops.

Zitat:
-I find it too easy to capture military building that are close to harbor points. IMHO too many troops can be
send by ships. It could be limited somehow.

Well, thats right, the seafaring system isn't good at all in my opinion, hard to balance it for multiplayer :s

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Merri am 13.08.2012 12:26 #10310


I haven't played RttR so I don't know how it works, but if it is possible to attack from a harbor then it is overpowerful. Maybe soldiers could be instead of attacking be used for quickbuilding a new Fortress outside regular territory, yet near the harbor? This would solve the initial problem of having a hard time growing strong enough to defense your area without making mass attack from a harbor too strong.

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Settlers II.net admin


Kuzoku am 13.08.2012 12:49 #10311


Zitat:
-AI leaves their HQs/Harbors unoccupied so it's too easy to conquer them;

Zitat:
I don't save my HQ too - you would have to much soldiers who are not able to attack.


But as in the original Settler2 the Enemy have on smaller Maps some soldiers as Backup.
If you play RTTR as Singleplayer its boring to win so easly.  And the current AI have the problem that he dont produces new Soldiers. On bigger Maps the AI cant move, because he has no Soldiers.

Zitat:
-If I attack/am being attacked, troops from nearby military building go out to defend attacked building.
Zitat:
Attacked building can be captured before all fights are finished;

Some Humans are doing the same - hard to make a decision if you should attack with 100% oder only 80%(or less) of your troops.


This is Settler2-Standard.

Zitat:
-I find it too easy to capture military building that are close to harbor points. IMHO too many troops can be
send by ships. It could be limited somehow.

Zitat:
Well, thats right, the seafaring system isn't good at all in my opinion, hard to balance it for multiplayer :s


Yes, thats right.

Editiert von Kuzoku am 13.08.2012 12:49

Spike am 13.08.2012 13:54 #10313

Im Ruhestand
Zitat:
But as in the original Settler2 the Enemy have on smaller Maps some soldiers as Backup.
If you play RTTR as Singleplayer its boring to win so easly.  And the current AI have the problem that he dont produces new Soldiers. On bigger Maps the AI cant move, because he has no Soldiers.


The AI had everytime the standard backup settings - 1 Soldier per rank (thats default for AI and Humans) and they only had some if you destroyed some buildings or they called their soldiers back. At the end they had never the plan to save the HQ.

Zitat:
I haven't played RttR so I don't know how it works, but if it is possible to attack from a harbor then it is overpowerful. Maybe soldiers could be instead of attacking be used for quickbuilding a new Fortress outside regular territory, yet near the harbor? This would solve the initial problem of having a hard time growing strong enough to defense your area without making mass attack from a harbor too strong.


No, you are able to attack with EVERY soldier who is closo to a harbor building (I think I had a maximum of 50 Generals for one fight without harbor buildings). And I had an Idea like you, that you could use your ship as a harbor building but well, at the end none of theses systems is really good...

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donpabloss am 04.09.2012 19:51 #10472


I noticed that AI often stores beer and weapones in different storehouses. Result is obvious.


Spike am 05.09.2012 00:10 #10475

Im Ruhestand
doesn't this only happens if the original soldier producing storehouse is destroyed?

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donpabloss am 05.09.2012 01:49 #10479


Zitat von Spike:

doesn't this only happens if the original soldier producing storehouse is destroyed?

I don't think so. I don't remember every case, but I saw once storehouse with nearby brewery collecting beer
and HQ with armory collecting weapons. Map was Pangea, which is quite big and every AI I checked had this issue
somehow.


Spike am 05.09.2012 03:47 #10481

Im Ruhestand
Well, maybe you should upload the replay for poc that he can fix it.

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donpabloss am 05.09.2012 10:03 #10484


http://www.sendspace.com/file/4lazn2

White and Orange AI players have this same issue.


~Gast am 05.09.2012 12:28 #10485


About the AI: i releasently played a network game with my brother and an we both lost the game (was 2
against 4, non-exhausting mines) :-D. There are surely possible improvements, but all in all, it's great
work in my opinion (i say that from programmer's and player's point of view). Anyway, if you need a really
challanging fight you should either make the AI cheating or play against human players - that counts for
most if not all of the strategy games.

About the seafaring system: i actually like it the way it is. I don't think there's a "perfect" solution
for that, but you need a way to attack from one island to another. However, there are real "economical"
problems on sea-maps, which i think have to do with pathfinding. E.g. lumber from wood-cutters on one
island is brought to the saw-mill of another island, which leads to a 0%-saw-mill on the first island. The
same effect appears for lots of other building when i play. (okey, rather an offtopic point, better for
bugtracer)


Vesanus am 05.09.2012 13:20 #10490


Yeah AI is now better then always. I remember that in starcraft bots were having more resources than players. That is
not a bad idea :)

About ships i agree.

Editiert von Vesanus am 05.09.2012 13:26

~Pikaro am 08.03.2013 06:18 #11177


Zitat:

Zitat:
-If I attack/am being attacked, troops from nearby military building go out to defend attacked building.
Zitat:
Attacked building can be captured before all fights are finished;

Some Humans are doing the same - hard to make a decision if you should attack with 100% oder only 80%(or less) of your troops.


This is Settler2-Standard.


Still, it sucks. Would it be possible to make an addon to change this behavior? I mean, consider that you have a building with on recruit and two generals. The enemy attacks with three sargeants. Your generals go out to meet the first two, the third challenges the recruit. Your generals of course make short work of their opponents; however, the third enemy soldier cuts up the recruit and just walks into the building. How does this make sense? I mean you can't just sit into a house and yell "it's mine now" when two veterans who call it their home are outside the door.


PoC am 08.03.2013 12:46 #11178


Zitat von Pikaro:

Zitat:

Zitat:
-If I attack/am being attacked, troops from nearby military building go out to defend attacked building.
Zitat:
Attacked building can be captured before all fights are finished;

Some Humans are doing the same - hard to make a decision if you should attack with 100% oder only 80%(or less) of your troops.


This is Settler2-Standard.


Still, it sucks. Would it be possible to make an addon to change this behavior? I mean, consider that you have a building with on recruit and two generals. The enemy attacks with three sargeants. Your generals go out to meet the first two, the third challenges the recruit. Your generals of course make short work of their opponents; however, the third enemy soldier cuts up the recruit and just walks into the building. How does this make sense? I mean you can't just sit into a house and yell "it's mine now" when two veterans who call it their home are outside the door.


no need for an addon: you can select your defense&offense preferences in the military settings.
you can set it so the lower ranks run out first to fight and the generals stay behind.
you can also change another setting which affects how many soldiers will leave the buildings for "aggressive defense" or attack missions.


Spike am 08.03.2013 14:35 #11180

Im Ruhestand
Also I think again that this is a main tactic the game offers - in s2-DNG they changed it and it was really
crap because you needed to win more hight tier soldiers than the enemy, means you could fight nearly forever
for one building and after you got it, the game was over in most cases.

but as poc already said, there is an option which affects this but you need to act quickly ;)

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