The AI should calculate military power not only based on ship's power, but strategy efficiency. If, during the war, it has lost ships in a 10:1 ratio against you, then it should evaluate your military strenght 10 times than it actually is. That way, the computer will actually compute your strategic genius when considering if to go in a war or not. Makes me think of Rome's reputation in the Mediterranian, where 6 legions was said to be able to beat half a million of barbarians.
Cikomyr
[quote]How about the AI of Europe Universalis 3 / diplomocy etc.. such kind of games? Are those games better at these things? [/quote] I play a lot EU, and I still beat the crap out of the computer. It is not nearly aggressive ennough. I played France in my last game, and I felt perfectly safe leaving my entire homeland free of soldiers (save 15 cavalry regiments to crush rebellions) while I conquer South and Central America totally And I do say, totally. France now owns all of
[quote]One thing that bothers me is that the UP vote never correlates with your diplomacy relationships.You would think that an ally would either vote something positive for themselves or you.[/quote] It would be nice to have a) the announcement of the agenda b) 4-5 weeks of negociations c) vote on the topic the b sequence is supposed to either: 1- Convince the other players to vote your way 2- Milk the #1 peoples for as money as they want to give you<
The AI should calculate military power not only based on ship's power, but strategy efficiency. If, during the war, it has lost ships in a 10:1 ratio against you, then it should evaluate your military strenght 10 times than it actually is. That way, the computer will actually compute your strategic genius when considering if to go in a war or not. Makes me think of Rome's reputation in the Mediterranian. Also, I already suggested that, for the computer to stage a war, it s
The worst thing I ever saw it do: In the beggining of the game, the Iconians and I (Terrans) were buddies in a corner of the galaxy. They had some of the best worlds around, but I had managed to grab most of them. They had mars, since I didn't bothered with it. They had a massive fleet amassed near Mars (about 30 fighters), and it was obvious war would be declared soon. I was gathering my little fleet, seeing that the beautiful 15 fighters composing my fleet wasn't go
I was wondering.. It would be nice to have more random tech-trees. Giving civs advantage over techs "X" and others over techs "Y" (decided at random during game progression). Or maybe have random events give the opportunity to the race that benefits it to research an exclusive tech. I have also to say that I loved Alpha Centauri's idea of setting "blind research" on/off, where you cannot choose your line of exploring. Off course, since in GalCiv2, some techs are absolutely necessary to
I await with impatience future games from Stardock. I haven't been deceived with the last two, and I don't think a fantasy-TBS will be a deception either. However, when will you launch the appropriate website and forum? if you take player's suggestion...
Hell's bell. I discovered the great game XCOM : Ennemy Unknown (a.k.a. UFO) about 3 weeks ago, played it a lot, and they just have launched another sequel, known as UFO Afterlight. Haven't played it myself, but I intend to buy it soon. Post your comments about this game here.
I've read about Vanguard's diplomacy system, and it seems neat for a Human-AI negociation. How do you think it could be implimented in a TBS?
bump no comments..?
The Economist, edition of the 27th January p.80 "Artificial Intelligence: Winning ways" Researchers in the field of artificial intelligence have long been intrigued by games, and not just as a way of avoiding work. Games provide an ideal setting to explore important elements of the design of cleverer machines, such as pattern recognition, learning and planning. They also hold out the tantalising possibility of fame and fortune should the program e
Well, as I understood the idea (but I may be wrong. This post is open to future editing), they used a Monte-Carlo simulator, and when the AI finds a senario having 80% probability of success, he tries to apply it. For explanation of the monte-carlo method of simulation, here http://en.wikipedia.org/wiki/Monte_Carlo_method As I understood it in my financial course, you set the tree of possibilities, and the actions you can take. You set the optimal solution for every situation t
I would like to see a Starbase-design generator, which would actually randomly generate a new kind of Starbase/game/specie, making them unique everytime.
The biggest problem with Monte Carlo simulation is the raw computing power required to run them It was, until recently. They have found ways to make Monte Carlo simulations much more power-efficient. Or so I remember the article saying. I will give the magazine's exact stats and page when I will get back my copy (we trade books <img src="http://i
Hi there. I remember, in one of our discussion about the AI's-core weaknesses, you mentionned that the reason the AI has difficulty considering high-movement ships is because it works on the same principles of a Chess-AI, and where the Chess-AI only has to consider 1 pawn moving (and only 2-3 destinations), the GalCiv-AI has to consider 300, with about 50 destinations each. The more you increase the ship's speed, the more difficult it becomes to the AI to efficiently move. I read an int
Well, it depends. I think it rather exploit the AI's (occasional) stupidity than any true tactical holes...
Have the military rating be rated both with the usual attack point and the kill ratio effeciency. (with a % proportionality) exemple: If I manage to kill 10 attack point for every 1 point I destroy, then the AI would take into account that I use my ships much more efficiently than he does. He could then take actions in consequences.
I would like to see that kind of mega invasion, on that scale, but with Dread Lord ships + many invasion troopers. That way, DL would be a real terror for everybody..
They should have the opportunity to evade us.. Maybe by having incredibly insane speed? If not, it would not take long for any power in peace time to zoom-in an destroy
(going by star trek standards, warp 5 would be fast enough to reach more than 120 nearby stars in less than a month). And about 60 of them would be inhabited.. Qonos being about 2 weeks away at warp 4... (god, Enterprise got it all wrong...)
In Beta 2, Brad told us that surrendering civs may give ships to pirates.. Could it be possible to give ships to them DURING the game? Thu, launching the proverbial wolf into a rival's territory, causing rampage without having to declare war? on the other side, you loose your ship
If the population is dying from food shortage, I would suggest 2 things: - Morale lowering. A lot. - Maybe "food route", where you could send a planet's surplus in food to another one?
is that thread a joke..?
One way could be through a 'maneuvering thrusters' module that could be installed, giving the base a velocity of 1 pc/week. In the pilot for Star Trek: Deep Space Nine, the space station orginally orbited a planet, and it was moved through its maneuvering thrusters to a more stategic location to protect a wormhole. It was suggested in dialogue that the procedure was somewh
OK. Now, what if that Sherman had to go up against an Abrams? Or that Mustang against an F-16? Pretty Well, if they have to face your own Abrams, you are right. However, if their ennemies still is in the Panzer Age... and I do know that some civilians would love to get their hands on a Sherman <img src="http://images.stardock.