To start with, I am not trying to pick on any one person, but the poster I quote had most of the important issues I am concerned with commented on. I am also not trying to flame anyone, nobody wins in that situation. If I seem to be, please accept my apologies.
The iconians know where all the planets are, that's just been said. |
Do they know where all the habitable planets are, or just locations from the stellar cartography? If they know the former then they are cheating unless it is a race trait that I have not paid attention to, and if so, where does it say they get this?
Stellar cartography does not show star locations, but rather planet locations. Yes, they know where they're going. Also, the AI does NOT know which planets are best. |
Yes, I made a late night mistake on planet/star terminology. I knew what I meant, but didn't say it correctly. Still, the yes they know where they are going...heck I know where I am going too, but when I get there I see zero habitable planets alot. And how can you say the AI does not know which planets are best? Just because they choose not to colonize the class 17 but instead grab the 6 does not prove or disprove that statement. A dev also posted that sensor range is improved, so maybe they do know but choose one randomly.
Frogboy has, in a previous post, shown the line of code used for colonization, and the AI is either guessing or has been there before. The game is not broken, they aren't cheating. It's as simple as that. They HAVE to see a planet before they can judge whether it's colonisable. |
That code would be nice to see, but after searching for an hour I could not locate the post. Still, what I am seeing in my games definately contradicts the 'guessing or has been there before' statement. With no access to scouts at all, the AI can not be scouting to have been there before. So perhaps they are buying a colony ship every turn and sending it out to every system, but if so, the ships do not cost what they do a human player as the graph clearly shows the credits do not plummet like they should. Try playing a game on 'number of stars: rare', 'number of planets:occasional', 'number of habitable planets: occasional', map size to gigantic, 9 races, tough difficulty setting. Then modify the tech-tree file to not allow any hulls besides cargo to start. Then tell me the code is even-up. If you do not do this, you do not have anything to base your statements on if you attempt to proclaim facts.
I also realize that the AI is given bonuses per difficulty as well, perhaps they get 5 colony ships to start, I don't know, but if so, that in itself, on 'tough' difficulty, is again, cheating. Perhaps there needs to be a re-thinking of the benefits of each difficulty level. Perhaps the code has been spaghetti'd so much that no one really knows what happens. Lots of questions, not so many answers. The original intent was to determine if the AI actually is priviledged to information that the human player is not, and that has been answered yes. To me that is cheating. If you (the developer/programmer) can not beat me with your ability to program intelligent decisions into your game, but instead rely on 'unfair means', then you are taking the easy way out. Suppose the game used the theory:
Game time: 4 turns, pick a random colonizable planet and colonize it.
Game time: 7 turns, pick a random colonizable planet and colonize it.
Game time: 15 turns...etc..
It would soon have several planets, not all of them optimal picks, but it would give you a challenge for sure. Would that be fair? Cheating? Where is the difference?
Sorry to ramble on so, but I've had a few days to think on this.