What do the difficulty settings mean?

I've noticed that at higher difficulty levels the enemy have higher hit points. I what to have a difficulty where the enemy AI is maxed but everything else is equal. Can anyone tell me what the difficulty level is?

16,734 views 9 replies
Reply #1 Top

I believe anything higher then normal grants the ai bonus's to stats and vision and whatnot

Reply #2 Top

Yes this has been stated and posted a number of times.   The idea is that the AI is being constantly improved, so that the bonuses at levels above normal will be lowered, and in effect, normal will gradually get harder.

 

Reply #3 Top

I`m surprised they didn`t have the system like in Gal civ 2 where the more memory put to the AI, the better it `thought`. Why haven`t they done that here, I wonder?

Reply #4 Top

They may, but people have a lot more than a few meg now and usually quad core.

Reply #5 Top

Quoting Blaze, reply 4

They may, but people have a lot more than a few meg now and usually quad core.
End of Blaze's quote

 

Even more puzzling why they haven`t taken advantage of it.

Reply #6 Top

Quoting Seafireliv, reply 5


Quoting Blaze of Glory,

They may, but people have a lot more than a few meg now and usually quad core.



 

Even more puzzling why they haven`t taken advantage of it.

End of Seafireliv's quote

 

They are multi-threading and doing more all the time. I believe path finding was next on the list. 

Reply #7 Top

Quoting Seafireliv, reply 5

Even more puzzling why they haven`t taken advantage of it.
End of Seafireliv's quote

If what Brad/Frogboy has said on these forums is true, the AI engine in this game is pretty much unrivaled in terms of the power it can bring to bear. Most games don't bother doing AI the way it's being done here. They set up a nest of hard-coded scripts that the AI then follows and then they throw in some cheats wherever their testers determine that their AI deficiencies are glaringly obvious.

No game that I am aware of uses multiple cores the way GC3 does.

The weaknesses in GC3's AI are not a question of processing power. It's really about, do the people who are "teaching" the AI how to play the game actually know the best strategies? On release that answer was "Hhahahahaha! NO!" but the AI's been getting progressively better with the last two patches. It's still making some egregious mistakes (specifically, not defending its planets and setting its staging area in contested space -- which I think is the reason it marches its ships in piecemeal), but those will probably be pretty easy to fix. At that point I think "normal" difficulty will be pretty decent.

Reply #8 Top

Quoting sweatyboatman, reply 7


Quoting Seafireliv,

Even more puzzling why they haven`t taken advantage of it.



If what Brad/Frogboy has said on these forums is true, the AI engine in this game is pretty much unrivaled in terms of the power it can bring to bear. Most games don't bother doing AI the way it's being done here. They set up a nest of hard-coded scripts that the AI then follows and then they throw in some cheats wherever their testers determine that their AI deficiencies are glaringly obvious.

No game that I am aware of uses multiple cores the way GC3 does.

The weaknesses in GC3's AI are not a question of processing power. It's really about, do the people who are "teaching" the AI how to play the game actually know the best strategies? On release that answer was "Hhahahahaha! NO!" but the AI's been getting progressively better with the last two patches. It's still making some egregious mistakes (specifically, not defending its planets and setting its staging area in contested space -- which I think is the reason it marches its ships in piecemeal), but those will probably be pretty easy to fix. At that point I think "normal" difficulty will be pretty decent.

End of sweatyboatman's quote

 

Thanks for the info.

Concerning the strategic AI, I actually have no complaints about it so far, some of you might be thinking that I have, but i don`t. I suppose the only fault I`ve seen there is when it sends single ships out, but even then they tend to hit and run. In fact, the strategic AI seems to do pretty well in my humble opinion.

 

My real issues are with the tactical AI and it is definitely deficient there.

Reply #9 Top

"I believe path finding was next on the list. "


I am assuming by pathfinding they will turn around when a superior force is in their sensor range like in GC2. I remember having to make sure my ships were as fast as possible to catch em when they would run away. I have noticed that they do not do this yet but I'm sure they will soon.  :cylon: