Author Topic: Comments on the AI  (Read 4429 times)

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Offline benschwab

Re: Comments on the AI
« Reply #15 on: September 04, 2015, 06:16:22 PM »
True, the innate AI bonuses could start low and scale up with TECH or something like that. 

I found that the pacifist faction flag also tends to make the AI play worse than erratic/aggressive flag...but have to test this out more.  Aggressiveness is sort of a double-edged sword too.  It can be good or bad to play aggressive depending on the situation.

Would this mean that if one want's to optimize AI performance, one should have all AI players use the erratic flag?

Of course, having different factions have different personalities is also good for the game.  There can be a problem if the AI isn't as skilled with pacifist rather than aggressive but, as been stated, AI is hard.
"Can't we all just get along?" - Dominar Benjamin the... uh... first, Pleading to the Other Faction Leaders.

Offline Yitzi

Re: Comments on the AI
« Reply #16 on: September 04, 2015, 06:23:07 PM »
True, the innate AI bonuses could start low and scale up with TECH or something like that. 

I found that the pacifist faction flag also tends to make the AI play worse than erratic/aggressive flag...but have to test this out more.  Aggressiveness is sort of a double-edged sword too.  It can be good or bad to play aggressive depending on the situation.

Would this mean that if one want's to optimize AI performance, one should have all AI players use the erratic flag?

Of course, having different factions have different personalities is also good for the game.  There can be a problem if the AI isn't as skilled with pacifist rather than aggressive but, as been stated, AI is hard.

The other thing is that ideally different AIs will work best for different factions; the best way to play  ;yang; is not the best way to play  ;morgan;, after all.

Offline Green1

Re: Comments on the AI
« Reply #17 on: September 04, 2015, 07:45:51 PM »
The way I see it: Erratic, Pacifist, and Aggressive are more personality modules. It is what makes Miriam who she is or Morgan who he is and is one of the strengths of SMAX even compared to modern day faction in modern day 4x games.

The issue is more with the AI has some issue with basic tactics and gameplay. Use of ALL the terraform options, use of aircraft even if you may lose a few, naval invasion planning (coming with more that a 3res garrison and an infantry and NOT pumping out transports x insane you never use), crawler use, dealing with FM, etc. Not decisions on how to act in diplomacy.

I mean, it is still playable but could be better with just those subroutines adjusted. As far as difficulty, it is kind of tradition in 4xs to have the way upper levels give grossly unfair advantages for either the masochist or the fan base that like that kind of gameplay like the Civ Deity challenge crowd.

Now as far as differing AI according to faction, I think it goes a bit further and would be a bit more modular than just adding different AIs to different factions due to the fact SMAX has the ability to add custom faction albiet in an outdated and primitive way compared to modern games. The AI would have to be able to analyze the quirks of each faction then apply the correct modules then temper that with the personality of that leader.

 

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