@Syntax_VI, given your previous comments I'm going to give a slow pacing game a try. Just won on Turn 237 on Incredible with a Research victory which seems to come well before other victory conditions become practical. @Naselus, apart from a focus on terraforming, the other area where the AI still struggles is using large fleets which are at or near maximum logistics. A lot of the time in wars you can pick off small enemy fleets with no risk and face just the odd large
Icemaniaa
[quote who="naselus" reply="454" id="3591746"] SD may have changed something on the terraforming side. It always built those first previously. Either that, or it's not grabbing the techs. [/quote] Just an update on Incredible difficulty. Early game I was well behind most of the AI and the mid-game with IAB was great fun. A number of AI declared war despite all my diplomatic efforts and before I was really ready and I took until Turn 125 to get into se
Yes I have the same problem, a fix from SD would be welcome.
[quote who="Syntax_VI" reply="451" id="3591699"] fair warning that godlike is pretty ridiculous [e digicons]:)[/e] The level below that (i think its incredible) generally feels about even for where I'm at. OFC all of this depends on start locations etc. I usually set multiple difficulties in game, so several incredible, many gifted, some genius, and maybe one or two godlike if I'm feeling adventurous. [/quote] Agree ... all AI at Genius was great fun early to
Hey jju57, yes it works well on higher difficulties. I'm playing on Incredible right now after winning my last game on Genius difficulty.
[quote quoting="post"] So the AI is getting a massive overhaul for v1.4. And I have to say, it's making a much bigger difference than we had originally expected. To be honest, I was pretty skeptical that it was worthwhile to have engineering time spent on improving the way the AI manages its planets. Not to be a a lazy bum too much but I figured it a lot smarter to just let expert players play against the AI with bonuses. [/quote] I'
[quote] The team is always looking for ways to improve the AI. They took the path in GalCiv III to make it very moddable and that direction will continue. When I wrote the GalCiv II AI, it was not moddable at all. I would, in a background thread, simulate future turns to predict what I thought players would do and then try to counter it. That design precluded scripting because I was reacting to other players as much as I was implementing my own strategy. [/quote
As far as I'm concerned naselus you are making an extremely valuable contribution to the community which merits recognition. I remember posting in similar detail about the Distant Worlds AI. At one point I even joked about throwing my laptop out of the window in frustration, the developer responded by encouraging more discussion rather than being defensive, and the various community contributions led to literally dozens of changes to the base game. They also supported me
[quote who="naselus" reply="70" id="3581181"] To be honest, the metaverse scores are mostly rubbish anyway; there's far too many 'won tech victory in 15 turns with 17 trillion population' games on there with a bajillion points, and hard-fought, fair games get piss-poor scores. I wouldn't trust any scores on there. [/quote] Agreed but my point was not about the scores. Hopefully there is enough data for Stardock to validate what is being said rather than
[quote who="Frogboy" reply="65" id="3581091"] Quoting marigoldran, reply 39 The problem is I crush the AI LONG before turn 100. I mean, most of my games end on turn 50 when I'm like "ok the rest is just mop up, time to do something else." As I see it, if you haven't won by turn 100 you've done somet
[quote who="naselus" reply="4" id="3580966"] Now, the AI seems to get all tech costs halved on all difficulties. [/quote] If that is the case, WOW, the AI is even worse than I thought it was. I've read your posts enough to know it is very likely you have a sound basis, but as such an extraordinary statement, could you let us know more?
[quote who="Frogboy" reply="29" id="3580264"] Way better to hide it. Then I could have simply made "gifted" get more bonuses and strategically unhide planets. People mistake good AI for challenge. This thread demonstrates that clearly. The AI IS doing a good job at the AI part. What it's not doing a good job of is managing its economy well but that's less an AI thing and more of a scripting thing. That can be easily cured by giving the AI a hig
I've enjoyed Gal Civ 3 but have parked it since 1.1 primarily due to the AI. It's good to see there are more improvements in 1.2. Hopefully Gal Civ 3 will eventually reach a similar standard to Gal Civ 2 and once it gets a lot better I'm looking forward to plenty more time in-game. I fully support the great posts above from naselus and marigoldran, you've hit the nail on the head, if Frogboy focused on those aspects next it would have a massive impact.
I applaud the work from the community to improve the AI. I had a great time putting together the AI Improvement Mod for Distant Worlds and know how much time it takes to do what you are doing, you guys rock. Gal Civ 3 has been fun, certainly more fun that I expected for a game at release and somehow I've played for more than 200 hours already (although god knows how much of that was when the game was left on while being distracted by kids et al). So props to Stard
Here is a really good video series on Suicidal difficulty from Macsen where the AI is being utterly dominated. It's well worth watching to get ideas to help the AI. Picked up a few tips for my own games as well! https://www.youtube.com/playlist?list=PLHMuUHsmNFlQEvNuuDLZ2uBLJ0HNEY2si
I just managed to pull off a victory on Suicidal difficulty on a large map in 98 turns. The result is on the Metaverse and if needed I have a save game to prove that no cheats were involved. Note I have modded Carriers (badly) because they are poorly balanced but at that point in the game nobody had them anyway. I had a custom race but avoided use of the coloniser trait which marigoldran has shown could use a nerf. The strategy was a combination of fast-tracki
Yes but I haven't seen anything yet to say they are actually going to do anything about it. So again, we wait to hear anything that will make a material difference.
[quote who="aaronofely" reply="6" id="3564847"] The metaverse score we see is really nothing more than fluff. At it's heart what it does is collect your game info; how you won and so forth so stardock can see all the different strats and exploits players do. Its there to improve the AI and balance issues for the most part. The higher the score the better the strat or exploit in which gets looked at. [/quote] Of course but it could be fun as well. A lot of f
Wow ... so you found a bug that will need to be fixed after a current bug is fixed? Great work TurielD! I hope the devs will pay close attention to the work you are doing for patches.
Actually the comparison with FIFA was unfair. At least FIFA has an investigation going which will hopefully clean the house up. Here, well, we wait to hear anything ...
As many of us are aware the Metaverse scoring system is broken. Here are some examples: 1. For winning a Conquest game on Normal difficulty in 1,053 turns ... mighty effort as it was ...this player scored 29,000+ points https://www.galciv3.com/metaverse#/playerOverallTab?playerID=072aaa53-ef1f-40a9-b142-7b00dc553ee7 2. For winning one of the Campaign
[quote who="Sansloi37" reply="27" id="3561709"] Quoting TurielD, reply 26 By any measure, assault fighters are vastly more powerful for their manufacturing, support, and mass costs than anything else in the game, because they take advantage of any other improvements you have. Do you want four DoomRay
[quote who="Bellilanthranox" reply="67" id="3560969"] But still dumb though...If you manage to not get swarmed, carriers are cheap and destroys them. Funny how they build 300 damage battleships and pits them against my single carrier with 30 ish fighters. Goes does before it can radio hi. [/quote] Carriers with Assault fighters are another OTT exploit I'm avoiding entirely and which needs to be closed. It's not just for the player ... any AI that uses them sudd
Not those settings ... allowing the expansion is the problem. The question is, with the right settings, will you find it so easy? Avoid abundant settings as it gives you too many colonies and enables the exploits here. Use occasional or common planets rather than abundant. Avoid gigantic maps as it leads to far too many colonies to manage until we have better automation tools. You'll get bored and won't finish the game. I would recommend smaller
[quote quoting="post"] What should I do? [/quote] Have you tried a game on more interesting settings where these exploits are a lot less effective yet?