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Annex

Second Lieutenant
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Jul 31, 2010
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I see two major issues right now with the AI, that if fixed, would make a huge difference in the games challenge. The AI is incapable of handling powerful player units that have been heavily buffed up. It keeps sending swarms of regular units that provide nothing more than exp, further boosting the players units. The AI is capable of dispelling the buffs the player cast, but in the last map in a span of 350 turns the AI did so only 3 times, and the only time I lost a powerful unit was because the AI dispelled it and then focused fired with a large army to kill it. When focusing on the player the AI needs to dispel at a very high priority before sending in its units to attack. Otherwise its attacks are 99% of the time futile. Ofcourse ideally the AI would also make its own powerful units, buffed up, and send them in with lots of escorts, but I figure since that hasnt happened yet that its a lot more work to code. So at least having it dispel the buffs off of my units often would go a long way to making the AI pose a challenge.

The second issue is the volcano spell. It cripples the AI because it doesnt know how to clean up its land. With affected tile production being heavily debuffed, PLUS a large penalty to building upkeep on those tiles, PLUS a crippling movement penalty, a bunch of well placed volcano's can have a crippling effect on the AI. The volcano spell either needs to have its effects nerfed (I would recommend removing the movement penalty so the AI can at least fight back) and/or have the AI taught how to clean up its land from its effects. In the map I just played, the one AI sandwiched between two others, had almost its entire territory covered in volcanos. They guy couldnt move his troops anywhere and im guessing the upkeep+debuff destroyed his economy as well. This I think is way too much power in the hands of 1 spell. The player could use the spell to essentially create a wall of movement debuff tiles, choking up any enemy attacks and allowing archers to aoe attack the bunched up groups of enemy units with ease. I love the idea of such a tactic, but not when it can be abused to such crippling effects.
 
1. terrain spells are great just need casting time balance pass so they arnt so easy to use
2. adjust your expectations: AI will never be able to use the terraforming creatively like a person
3. limit your requests to lines not paragraphs. devs are busy, have a lot to read, and english isnt their first language
 
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I like the terrain spells, but they do seem too powerful. Especially the ones that affect 7 hexes at once. They need to appear much later in the game, and cost a lot more.

Volcano is one such spell.
 
A major issue with the terrain spells is that they are balanced around the Armageddon DLC, where they are not just absolutely vital, they can only barely stem the tide of corruption.

On the other hand, in 'vanilla' mode, they are extremely powerful, and can give huge economic advantages or cause problems for the AI.

They probably need to be tweaked so that their cost/casting time is different in Armageddon vs. Vanilla, as the mass terraforming is critical for survival in Armageddon, but abusive in normal play.

--

As far as the powerful units go, I firmly agree. I've been experimenting with different game settings to see if I can improve the difficulty, and after doing a fixed (not cylindrical) average sized map with four impossible AI, I actually got into some pretty tough fights, but even into the midgame, the AI was still fielding huge armies of garbage units.

It had

a) Masses of cheap summoned units
b) Masses of cheaply trained units
c) Very few or no hero units, and those units were not properly upgraded or buffed
d) No powerful high level enchanted/upgraded temple or other strong units
e) It wasted money and upkeep on building pointless ships for literal ponds

The mass garbage units has the dual problem of both feeding you more experience for your strong units, and denying the AI the ability to level up its own strong units, which snowballs the problem even more.

I also have yet to see the AI attempt to aggressively dispel my overly enchanted super units.

The AI does actually do a good job of massing troops for an attack, and defending its capital city, and focus firing on weak units, but I don't think it has been coded to properly handle the balance shift that heroes + artifacts + enchantments have introduced to the game. Even ignoring that, it still needs to treat its temple and special units more carefully.

A level 1 donkey knight isn't very scary, my level 8 upgraded elven archer with full upgrades and enchantments is.
 
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I see two major issues right now with the AI, that if fixed, would make a huge difference in the games challenge. The AI is incapable of handling powerful player units that have been heavily buffed up..

The AI has serious trouble fighting powerful units in general. A dragon or two from a portal often will take and hold a nearby AI city.

Philipp
 
Do you think it would be something as simple as allowing the AI to plan more during the turns ? Would people have a fit if the time between turns was extended do you think?
 
Do you think it would be something as simple as allowing the AI to plan more during the turns ? Would people have a fit if the time between turns was extended do you think?
No on both: Without a good AI more time won't help, and with the unit movement taking somuch time, a bit more time for the AI wouldn't really be noticed.

Philipp
 
Do you think it would be something as simple as allowing the AI to plan more during the turns ? Would people have a fit if the time between turns was extended do you think?

I am not sure it is even possible for an AI to 'plan' anything. Plans such as build orders etc can be coded into an AI; but an AI cannot be coded to 'plan'.
 
Why not? A plan is nothing more than a set of counters against a logical chain of events arising from a given starting point. Chess programs are able to make a sub-optimal move now for greater position in the future; is that not a plan, for all intents and purposes? I'm not really disagreeing with your main point that it's impractically hard/expensive, and we shouldn't hope for it, but I suspect it is quite possible.
 
Seems to me chess is a relatively more simple game to code an AI for than a 4X game. In chess there are a limited number of possible moves; and only one actual move per turn. In a 4X there are generally many more possible moves and multiple actual moves per turn. I think the best one can get from a 4X AI is to simulate coherent activity and create an enjoyable game world for the player. There are probably a number of ways to do that; but none of them involve the AI actually knowing what it is doing. An Ai is a purely mechanical operation. Seems to me anyway.
 
The second issue is the volcano spell. It cripples the AI because it doesnt know how to clean up its land. With affected tile production being heavily debuffed, PLUS a large penalty to building upkeep on those tiles, PLUS a crippling movement penalty, a bunch of well placed volcano's can have a crippling effect on the AI. The volcano spell either needs to have its effects nerfed (I would recommend removing the movement penalty so the AI can at least fight back) and/or have the AI taught how to clean up its land from its effects. In the map I just played, the one AI sandwiched between two others, had almost its entire territory covered in volcanos. They guy couldnt move his troops anywhere and im guessing the upkeep+debuff destroyed his economy as well. This I think is way too much power in the hands of 1 spell. The player could use the spell to essentially create a wall of movement debuff tiles, choking up any enemy attacks and allowing archers to aoe attack the bunched up groups of enemy units with ease. I love the idea of such a tactic, but not when it can be abused to such crippling effects.

In general, the AI knows how to clean land. It is rather effective at clearing the raw magic stuff. However, it seems volcanoes are not recognized as contamination. The AI seems to forget that the land was not a volcano originally, and treats it just like natural volcanoes and lava fields.

Philipp