Gifted AI in latest Opt In patch is obscene.

So turn 34 rolls around and after researching Universal Translator I get a trade request; sure thing I go see what Iridium Corp wants only to see that he currently has 11 colony ships and 10 colonies...on turn 34. So I check the Altarians, same thing. 

This is insane and really not how you should be creating difficulty with regards to AI. 

 

15,907 views 45 replies
Reply #1 Top

I just had the same problem. I saw 3 Krynn colony ships coming into my sensor range and one close enough to set up a colony I missed. Next turn the shipyard was built on the new colony. Next turn a colony ship was rushed. I had to hit FoW command and see what is going on. They have 19 planets, 12 Shipyards, and 13 colony ships on turn 28. Most all the other AIs have about the same setup.`

Reply #2 Top

Crazy...Hope this isn't by design because it's kind of silly.

 

Playing on normal now to see if there's any change.

Reply #3 Top

I was playing my first game with Genius. I thought I better start off lower than the Godlike level I normally play in. After you said Gifted was as bad, I tired normal. I think so far normal is way too easy. On turn 40 I have 14 colonies and the most any AI has is 8, most have around 5. I also have about 10 tech to trade vs 2-4 for the AI major players.

Reply #4 Top

While I think its on the high side, at least I'm finally fighting with the AI early on. Hehe my colony ship is in a mad dash for those planets!

Reply #5 Top

Think I am going to try a smaller map with very few planets to test out the AIs other skills. Lets see if they build anything and put up a fight in ship combat....

Reply #6 Top

I'm concerned by issues like this a week from launch...

Reply #7 Top

I'll be balancing this over the next day or so. It's just xml numbers.

Glad to hear it's tougher!

Reply #8 Top

well if you feel your currently taken diff level is too harsh simply reduce it. we have players here who can beat any diff level on any map because of the enormous amounts of unfair stuff or loopholes that currently is residual within the game so I vouche to say leave as is.

on the most extreme setting the AI will get obscene amounts of bonuses, which means you as a player won't be able to outclass them in these fields except if you you know weak game mechanics and exploit these.

Reply #9 Top

I doubt anyone is beating the AI on suicidal with the new patch.  This was the first build with my main AI branch checked in. 

Post release I want to add several new difficulty levels so that there's a more gradual ramp up. Gifted is now too tough.

Reply #10 Top

Why not have the 12 levels that are in GalCiV2? 

 

Notes from watching the AI. I have done like 10 games to a 200 turns on soak.

I have no idea how the AI is building all the colony ships and constructors. The planets do not have the production to build either of them in the amounts the AI is building ships.

 

AI build order for most new planets:

  1. Shipyard (Did someone forget to tell the AI the cost on building this went up 10 fold)
  2. Factory
  3. Terraform
  4. Farm
  5. Research

 

What an AI needs to learn to do vs buy ships with what seems like unlimited cash

-Build order to prioritize production before building shipyards and terraforming. I see lv20+ planets have less than 10 tile improvements past turn 200. Why there is only 2-3 factory tile improvements.

-Planet tile management rarely have I seen the AI use the adjacency system. Most the time you never find more than 3 buildings linked. I have never seen an AI planet form a 6 ring hub of improvements.

-Spam constructors all over the map at the beginning for resources they will not use. I am ok with the AI getting the resources near their home system. What I do not think is useful is building a constructor only to send it up to 10 turns away. That production could have been more useful in the starting area.

-Poor shipbuilding. The AI will spam make tiny or small ships and send them at you 1 or 2 at a time. When they could have built a few medium ships and made a fleet that could have a chance at victory

-Poor picking of ideology traits. I have seen the trader or no war selected in the pragmatic tree before another race is even located. How is that more valued than 3 free constructors?

Reply #11 Top

Quoting Frogboy, reply 9

I doubt anyone is beating the AI on suicidal with the new patch.  This was the first build with my main AI branch checked in. 

Post release I want to add several new difficulty levels so that there's a more gradual ramp up. Gifted is now too tough.
End of Frogboy's quote

 

 

I'm glad to hear it's been ramped up!  Thank you!

 

Also, as an aside, having the highest tiers of AI being "too superhuman" isn't an entirely dumb idea, as I can see a lot of fun with multiplayer teams whereby players can team up against a super-difficult AI.

 

Keep it up,

 

 

Reply #12 Top

Quoting tid242, reply 11


Also, as an aside, having the highest tiers of AI being "too superhuman" isn't an entirely dumb idea, as I can see a lot of fun with multiplayer teams whereby players can team up against a super-difficult AI.

 

End of tid242's quote

 

This would be awesome.

Reply #13 Top

Quoting Frogboy, reply 7

I'll be balancing this over the next day or so. It's just xml numbers.

Glad to hear it's tougher!
End of Frogboy's quote

 

It's not "just XML" when the AI still can see where everything is. It's a combination of both. It can see every planet, and its priorities say "if you see a planet and can reach it, colonize it ASAP" - so it does this hundreds of times until it either runs out of planets or money.

I might expect that on the higher difficulties, but they shouldn't be able to see every planet on Beginner (etc).

Ticket #AVR-846-40552

Reply #14 Top

To answer a couple of you stating 'just try a lower level', my concern is that difficulty shouldn't be about using the same AI as Normal and giving it a lot of advantages. That isn't difficult, its tedious. Difficulty should be about having the AI react better and 'think' smarter. 

 

On a smaller note, I don't think i should be able to see everything an AI race has just by speaking with it. Kins of ruins the cloak and dagger, even though there's no spying. 

 

 

 

Reply #15 Top

Quoting Frogboy, reply 9

I doubt anyone is beating the AI on suicidal with the new patch.  This was the first build with my main AI branch checked in. 
End of Frogboy's quote

Brad, please keep the highest difficulties VERY hard.

While I usually play sandbox games at around Challenging (genius) level, I also like to create scenarios at the highest difficulty with a custom race on a custom map. I give myself starting advantages that allow me to survive early game (my homeworld would be "perfect" with 26 usable tiles and bonuses; starting system would have 2-3 worlds with 13-15 hexes to start; an economy, production, research, and morale relic would be near my starting system; just enough to allow me to survive the early part of the game.). Someone else mentioned cooperative multiplayer against a really tough AI, which sounds cool. It's fun to create scenarios based on the toughest AI the game can throw at us, one we wouldn't normally play against in a casual game.

A Request: When a new patch is released, can you please include whether the player must start a new game to get the benefits?  Sometimes this is part of the patch notes, sometimes not.

Reply #16 Top

Quoting northaunt, reply 14

Difficulty should be about having the AI react better and 'think' smarter.
End of northaunt's quote

Keep in mind, the Devs are on the exact same page, but that level takes a long time to code. Bonuses may be "cheats" but they can actually make the AI difficult in the shorterm for us hardcore folks. I can say right now that the new godlike AI is truly godlike, no way I'm beating it:)

Reply #17 Top

The AI can't see all the planets until beyond normal difficulty. its very very obvious, especially if you play on a pre made map.

Reply #18 Top

I've not seen this so far in an insane map with near 50 gifted players, however, I'm only on turn 10, however right now I have about twice the planets as the two races I've met.

Reply #19 Top

Quoting Frogboy, reply 17

The AI can't see all the planets until beyond normal difficulty. its very very obvious, especially if you play on a pre made map.
End of Frogboy's quote

 

Then explain how Beginner AI can send colony ships to planets outside of its sensor range. My ticket has screenshots and save games that prove that it does happen. Using "fow 1" lets me see their fow, and "god" shows that their ships are going into the fog. Then use "fow" or "fowtrans", and, co-incidentally, all dozen of their colony ships just happen to be going to planets. Even if that were a problem with using the "fow" console command, I can teleport a ship into their zoc and observe the behaviour.

Unless you meant that though they can't see all the planets, they can still see most of them?

Or they can see planets within their ship range, but not outside of it?

I apologise if I seem annoyed, but denying that the issue exists...

 

EDIT: Have some pictures!

https://www.dropbox.com/s/n89djwdvumb3xin/fow_1_1_before.png?dl=0

https://www.dropbox.com/s/3h17mchvlb63r84/fow_1_2_after.png?dl=0

https://www.dropbox.com/s/6k7gw4ldem2wuj8/fow_2_1_before.png?dl=0

https://www.dropbox.com/s/x0yokquibwjk8kr/fow_2_2_after.png?dl=0

Reply #20 Top

Quoting Niedzielan, reply 19


Quoting Frogboy,

The AI can't see all the planets until beyond normal difficulty. its very very obvious, especially if you play on a pre made map.



 

Then explain how Beginner AI can send colony ships to planets outside of its sensor range. My ticket has screenshots and save games that prove that it does happen. Using "fow 1" lets me see their fow, and "god" shows that their ships are going into the fog. Then use "fow" or "fowtrans", and, co-incidentally, all dozen of their colony ships just happen to be going to planets. Even if that were a problem with using the "fow" console command, I can teleport a ship into their zoc and observe the behaviour.

Unless you meant that though they can't see all the planets, they can still see most of them?

I apologise if I seem annoyed, but denying that the issue exists...

End of Niedzielan's quote

 

Can confirm this. They're also aware of strategic resources that shouldn't be. Will gladly reproduce this if necessary.

Reply #21 Top

Yeah I noticed this as well. I went and made a crack on my let's play video that the AI isn't tough yet. The first game I played on 0.97 Godlike the AI just wiped the floor with me. By turn 27 they had about 8 colony ships each, a huge resource advantage and were just devouring the map. 

Reply #22 Top

The question is whether they KNOW about the planet. Not whether it's in their sensor range.  This is an issue that was addressed a couple weeks ago.  

I'll definitely keep an eye out for it. 

Reply #23 Top

I'm looking at your screenshots. They don't make sense to me.   How do you have FOW on and you are still selecting an AI player?

Reply #24 Top

nvm not related

Reply #25 Top

Ok, I figured it out.

The good news is that the AI doesn't know about the planets.

The bad news is that the STARTING colony ship does know about the planets (first turn, it hasn't been set yet).

Fixing now. Thanks!