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Gard am 03.10.2016 12:59 #14430


Hi

I would like to propose to modify the AI intelligence regards the ban demolition of military buildings and roads disconnecting from military buildings.

It should be completely prohibited for AI's demolition and disconnecting at military buildingsAI is then too large spacing between defense and unable to effectively prevent, during these intervals is then easy conquest, and it's boring.

Another case relates to disable / enable-delivery of coins to military buildings.

This could be the AI players also canceled because the uniform delivery of coins is the defense much more effective than military exercises only at the contact area.

Additionally, other AI bug is that if 'once delivered coins forbids, so I will not allow it again, and war with untrained army.

*Gard


PoC am 03.10.2016 21:54 #14431


What you describe is not meaningless.

1. Disconnect roads from military buildings: Allows the AI to set inland military to 100% occupation.
This is used in combination with
2. Block gold in all buildings but one: Allows the AI to use each coin with full promotions.

3. Demolition of inland military buildings which are not required to keep the area: Frees additional soldiers for combat also
some space for more production buildings.

Once you break the boarder defense the AI is pretty much defenseless and beaten: true but getting there is a lot more difficult
with those 3 steps and more or less the same for human players as far as I know.


Gard am 04.10.2016 18:44 #14432


The first point has meaning only in the initial stage of the game at a low number of soldiers

the second point is only relevant in man who knows how to properly and quickly regulate

The third point is important akorat in small maps with a low status of commodities

So for regular and large maps it has a more negative impact, i play more or less the only AI with large maps, even when I play 1 vs 7 best for me is still very easy to rivals because of these behavioral models

You can in the game to establish two levels AI, one that is there now
and to and one that I suggested at 'fun for everyone

Editiert von Gard am 04.10.2016 18:53

Spike am 04.10.2016 22:23 #14433

Im Ruhestand
Can't agree with that.

Zitat:
The first point has meaning only in the initial stage of the game at a low number of soldiers
Thats always important as
you need to upgrade, even if you are playing 100h and produced 10000 Soldiers on each side, they have a 50% chance (at same rank) to
win a fight, so 10000 vs 10000 ends up in a 50:50 chance, if one has 10010 vs 10000 the chance is ~50,05:49,95 - still, thats not much
(as thats quite a number of soliders) but in a normal game you definetly need that.

Zitat:
the second point is only relevant in man who knows how to properly and quickly regulate
I don't get that point, the AI
knows how to upgrade, so the AI upgrades, so this is important for the AI. As far as I remember the AI isn't made for "you get 1000
gold at your starting position" but for normal maps. This is still the same behavior as a player.

Zitat:
The third point is important akorat in small maps with a low status of commodities
Can't agree with that either. There
are some reasons to do this:
1) Small inland military buildings are just blocking building space
2) They are not good for anything (you can't upgrade here, you can't defend those as those only fit 2 or 3 soldiers)
3) If you loose one military building the enemy often can't scout the next military building. That means he has to call a scout which
needs time so you may reorganize your defense
4) You free soldiers, when an enemy reaches your heartland, you have lost anyway. It's better (as stated above) to use those soldiers
at the initial front defense.

Maybe you used some kind of setting that isn't working (or isn't used in most matches). Do you mind to upload a replay and your
settings(Addons and Game)?

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