View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001345 | AI War 1 / Classic | Note To Test | Nov 14, 2010 4:40 am | Jan 3, 2011 11:44 am | |
Reporter | Vampyre | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 4.033 | ||||
Summary | 0001345: Allowed strategy or AI tricked ? | ||||
Description | Hi all, I've noticed on your website that you say the AI has never been tricked... I'm not sure if this is an allowed tactic, or a trick at the AI, so just wanted to let you know, yours to decide. On my last game, I tried a new strategy... Kind of things only humans could invent lol... Anyway here is what I did. I prepared my fleet. Once it reached 400 ships, I splitted it in two parts. One of 100 ships, and another one with 300 ships. I sent the lowest group to the wormhole. On the ennemy territory, more than 600 ships. When I appeared on the other side, I sent the ships running at the far end of that map. AI ships followed them all... As they were far, I sent my second group in. AI didn't noticed I was there. When they had killed all my first group ship, they went back to the gate, but totally disorganised. They came hitting my 300 ships groups one by one, which led the AI in a big fail. Is this a trick to the AI ? Did I win a prize for having tricked it ? :p Or is it just allowed tactics ? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I would consider it a trick tactic more then anything else. There used to be that trick with transports back in the 3.xxx days, thus the speed slowdown on the outside of the planet, and transports getting a little bit of a nerf with how much damage they could soak up. I'd think if the AI didn't attack the 300 ships and disorganized, only to attack what was in range, I'd consider that a bug more so then a valid tactic. |
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On what difficulty are you playing? |
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On the tutorial advanced campaign... Not difficult ;-) AI is at 1 I think... |
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Welcome to the mantis idea/bug tracker. The AI is prety silly at low levels and comes into its own at 7+. It will still sometimes do the unexpected sometimes boneheaded moves at any level. Chris talks about the hole-in-the-wall problem with most AI (build a wall and leave one tile out of it and the AI will allways go for the hole even if all your defences are concentrated around the "hole") in his post here http://christophermpark.blogspot.com/2009/06/designing-emergent-ai-part-1.html and more of an AI War specific section here http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_AI_Design |
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Yeap, that's the part I had already read... I didn't tried at higher levels, but I was wondering if this kind of tactic could be reproduced. It didn't seemed right to me that I could disable a fleet of 600 with 400 ships... Just by sacrificing some ships at a corner of the map while my main troups invade the system... Now that I write the word sacrifice, he also talked about chess somewhere else... ;-) might finally be authorised... Anyway, that's why I didn't stated it was a bug, but I was interogating myself about such tactics... |
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Kiting ships around is a valid tactic as are deception, feint, and in your case sacrifice. There have been some adjustments like the speed zones and the new transport cannot unload outside 60k radius nerf. Basically if any one technique becomes so overpowered/easy that everyone does it all the time then at some point there will be an adjustment. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 14, 2010 4:40 am | Vampyre | New Issue | |
Nov 14, 2010 5:32 am | rustayne | Note Added: 0003427 | |
Nov 14, 2010 1:11 pm | zebramatt | Note Added: 0003444 | |
Nov 14, 2010 1:13 pm | Vampyre | Note Added: 0003445 | |
Nov 14, 2010 1:46 pm | Winter Born | Note Added: 0003450 | |
Nov 14, 2010 1:53 pm | Winter Born | Note Edited: 0003450 | |
Nov 14, 2010 1:54 pm | Vampyre | Note Added: 0003451 | |
Nov 14, 2010 2:24 pm | Winter Born | Note Added: 0003454 | |
Dec 2, 2010 11:30 pm | Winter Born | Note Edited: 0003454 | |
Dec 20, 2010 7:09 pm | Chris_McElligottPark | Status | new => resolved |
Dec 20, 2010 7:09 pm | Chris_McElligottPark | Resolution | open => no change required |
Dec 20, 2010 7:09 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 3, 2011 11:44 am | Chris_McElligottPark | Status | resolved => closed |