
March 10th, 2004, 03:56 PM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: OT: Recommendations?
Quote:
Originally posted by Bossemanden:
quote: Originally posted by Arryn:
Couple with the fact that Dom2 has more complex unit interactions than EU2 does. Only HOI can approach the complexity of Dom2 unit interactions. And the HOI AI, while having more "work" to do each "turn", doesn't play "worse" than EU2, which is a simpler model. So explanations such as time available or model complexity simply do not wash for EU2. The EU-engine games simply suffer from an AI with weak internal algorithms, and no amount of excuses can alter that fact. The Dom2 engine isn't better because it has a "simpler" model. It's better because it's been coded to be better. It manages resources better, it evaluates the strategic situation better, and conducts combat better than Paradox's AI does in comparable circumstances (and yes, you can rig up comparable situations, despite EU-engined games being continuous-time).
|
Peter has refuted this nicely. Suffice to say that I disagree with you. Actually, both you and Peter ignored this particular point. I've reduced the discussion to apples-vs.-apples, comparing two games using the same engine, to illustrate my point and help you to focus on the real issue. To reiterate, EU2 has a simpler "model" than HOI (therefore less work to do in each timeslice) and yet the EU2 AI plays as a much "dumber" opponent than the HOI AI. If your argument about limitations of a continuous-time engine were valid as an excuse for the poor AI behavior, then EU2 should play a stronger game than HOI as it has more time to "think" about each choice it makes per cycle than HOI's AI does. This comparison showcases the inherent weakness of the AI algorithms itself, and not limitations imposed by the turn mechanism.
The root problem with the EU-engined games isn't *caused* by their continuous-time nature. It's more fundamental. The problem would still exist if the games were turn-based. Continuous-time just exacerbates an already weak AI.
Finally, as you have admitted, continuous-time could never justify brain-dead behavior such as massive overstacking or stupid war declarations (just to name the two most obvious flaws these games *still* have after *years* of patches). That's just bad logic. Which, as I contend, extends all the way to the core of the games.
|