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May 11th, 2002, 09:22 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Thanked 14 Times in 12 Posts
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Re: Next patch requests
The biggest problem is humans can always find a way to exploit the AI, no matter what Aaron does to make the AI better. Of course you can crush the computer in tatical combat because you can react to thousands of different situations in a thousand ways. The AI has just a limited number of choices. If you want a challenging game...then don't cheat the AI by trading worthless junk for stuff, use strategic combat, things like that. You'll the notice the game becomes much more difficult.
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May 11th, 2002, 09:37 PM
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Private
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Join Date: Feb 2001
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Re: Next patch requests
Another move strategy that humans use in tactical combat that the AI could use to advantage but doesn't is the following. This we could call "moving in and out of range". The cleanest example is in attacking a stationary target which has a certain range, say a WP or a ship with engines knocked out. The human moves into range, shoots and moves back to distance (1+opponent's range). It seems trivial, but the AI now sits still within a planet's range and lets himself get knocked to pieces unnecessarily. Once again. it can't be all that difficult to program. Perhaps the movement strategy should be split into two parts (1) before shooting (2) after shooting, to give the possibility of more variation. for example. (1) "optimal range" AS QUICKLY AS POSSIBLE (i.e. no parallel moves as the AI does now) followed by (2) move "just out of range" if possible.
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May 11th, 2002, 09:43 PM
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Private
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Join Date: Feb 2001
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Re: Next patch requests
Catain Kwok, I agree and for that reason I don't use tactical combat any more. But what I am trying to do here is suggest that Malfador improve AI strategical combat by using some simple moves of the kind that a human would use in tactical combat, thus evening the playing field a little.
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May 14th, 2002, 01:19 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: Next patch requests
Quote:
The cleanest example is in attacking a stationary target which has a certain range, say a WP or a ship with engines knocked out. The human moves into range, shoots and moves back to distance (1+opponent's range). It seems trivial, but the AI now sits still within a planet's range and lets himself get knocked to pieces unnecessarily
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I have lost planets to unmodded, standard AIs that did exactly what you describe.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 14th, 2002, 04:32 AM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
Posts: 163
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Re: Next patch requests
The destrutction of ion stroms is still not reported in the log.
Sometimes, the ministers add itens ti queues of shipyards under human control (example: i use some space stations with huge cargo capability to build units in a loop, not minister controled of course, and sometimes appear ships/etc added to the queue.
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May 14th, 2002, 05:24 AM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
Posts: 163
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Re: Next patch requests
If the Intelligence make a ship turn to us, in the log they report it but the go button take us to the place it appenned and not to the ship itself.
I think need to be fixed.
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May 14th, 2002, 05:50 AM
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Colonel
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Join Date: Jan 2001
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Re: Next patch requests
I always felt that the possibility of "move-fire-move" was problematic and opened the possibility of very unbalanced combats. Personally I would prefer that the ships can't move any more (only in the same combat turn of course) after they fired. That was the rule in SE III and I don't see the reason why MM changed this.
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