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AstralLein

Recruit
6 Badges
Aug 23, 2019
9
0
  • Age of Wonders III
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall - Revelations
I note right away that I really like Age of Wonders: Planetfall and I only wish this game the prosperity. Unfortunately, AI is not a normal opponent now, and this makes the game boring. I will start with a list of problems that I noticed during 130 hours of the game, where 70 hours were with AI of maximum complexity and 60 were with weaker.

1) Passivity if the player has an army, and not even equal to the strength of AI. If I use high-level military units and have several units of a decent level of strength, the AI is almost guaranteed to stop fighting a serious war, even when it has such an army as I have a dozen. And when the war of AI against AI is on, it is more like a game of peepers, so this is a boring and stupid sight. They rarely try to attack each other, and if the fight begins, then this is a rare success. The stupid content in each city of 5-6 units, which do nothing, causes only despondency. AI waits until I become strong and come to him myself.

2) Late appearance of the units T3 and T4 in the army of AI. Indeed, the T3 and T3 racial units in AI appear only by the turn of 80-120, as luck would have it, and this is at maximum difficulty. By that time, I already have many such units with high-level modifications. The crowds T1 and T2 are effective only during turns 40, but not throughout the game ... In AoW 3 the AI sought to quickly build T3 and T4, here he pulls them to the last. It seems to me that on high complexity, the AI should use the most powerful units and the most powerful modifications in priority. Not forgetting the secret technology, of course.

3) Bugs. AI also has them. And they associated with moving around the map. Sometimes AI units can start to run along the same path for many turns in a row. This is a rarity, but nonetheless it happens. But it’s much worse when the AI simply ceases to control an entire army. Three units are sent to storm the city and just hang somewhere along the road. And they stand. 50 moves. 100 moves even. Until they are killed. I had a case when one AI was close to killing another AI ... but suddenly stopped walking with its army. The funny thing is that for all the time the hovering army was never defeated by the forces of the second AI, it simply ignored these three detachments, and by the way, the faction commander was in them! The detachments of neutral fractions are most susceptible to these bugs, which often freeze or cease to orient in space. AI players are slightly smaller.

4) Capturing the cities of another player. AI, having occupied a foreign city, in 90% sits with the whole army in it and waits 10 moves until it passes under its control! Seriously!? During this time, the city owner will easily gather strength and knock out AI from his territory, saving the city! Useless tactics! I would advise you to teach the AI to destroy the city and not use the entire army to guard, but to leave 1-2 units against fast scouts and go to the next city or region. Alternatively, wait for the destruction of the city and retreat if the attack is aimed at minor wrecking. Three moves are not 10 and this is a real problem for the player.

5) The low value of the leader and the capital. AI often leaves to guard the capital of the commander of the faction or substitutes it for slaughter near it. This is bad, since if AI is strong, then why should it be easy to destroy itself in one or two fights in this way?

6) AI did not even hear about alternative methods of victory. Alas, the AI does not try to stop the player from activating the superweapon, even when the moves are counting to victory (((Although, by logic, I should use all my strength to stop the process.

My suggestions for improving AI:

1) AI becomes more courageous and attacks more often-using large units. Simply four units cannot intimidate it together. He will gather an army even more and still attack.

2) AI quickly goes to units T3 and T4, smoothly replacing them with T1 and T2.

3) AI uses its best modifications primarily for T3 and T4. First, you need to strengthen the strong - and then the weak ones.

4) AI is trying to hide the commander as far from the enemies as possible, if he has a lot of army and cities.

5) AI uses tactical operations more actively, as I noticed that in the later stages of the game, he often forgets about them.

6) AI focuses on population growth in a larger percentage of cities, since now most of its cities have few workers due to low growth.

7) AI does not engage in diplomacy with players who are far from it and useless, and also chooses profitable opponents for itself, and does not spoil relations with everyone in a row, so that it is not possible to declare an AI war with a score of 15,000 AI with a score of 50,000 at the opposite end of the map. Also, the introduction of AI, which seeks to create an alliance of all players, not just looking for enemies. After all, there is a victory option with universal unification in the game.

8) AI destroys captured cities if its strength is not enough to keep them. Also, he does not stop with the whole army for the destruction of one city, but follows on, leaving several guards.

9) AI uses covert operations to steal research points and instantly unleash a war with a neutral people. Now I have never seen him use them.

10) AI incites neutral peoples to war with their enemies if they are on friendly terms with them using the appropriate function, and not by just secret operations.

11) AI more often builds good relations with neutral peoples and can achieve the maximum positive relationship with them. Also in his army may appear T3 and T4 of these peoples.

12) AI is as aggressive as possible to a player who wins in secondary ways of victory. However, an allied AI on the contrary should help the winning player.

13) Editing the bugs mentioned above.



Of course, this is just my opinion, but I'm sure that with these modest ideas, AI will already be better than now. Not ideal, of course, but quite logical and even dangerous. And, of course, I would like to see the opinions of other people in this regard. AI is an important part of the gameplay.
 
Upvote 0

Goblin-Cookie

First Lieutenant
1 Badges
Dec 17, 2015
267
192
  • Crusader Kings II
2) Late appearance of the units T3 and T4 in the army of AI. Indeed, the T3 and T3 racial units in AI appear only by the turn of 80-120, as luck would have it, and this is at maximum difficulty. By that time, I already have many such units with high-level modifications. The crowds T1 and T2 are effective only during turns 40, but not throughout the game ... In AoW 3 the AI sought to quickly build T3 and T4, here he pulls them to the last. It seems to me that on high complexity, the AI should use the most powerful units and the most powerful modifications in priority. Not forgetting the secret technology, of course.

The game does not really favor such a strategy however, it actually favors churning out either large numbers of low-level units or elite, well modded low level units. Unless you really focus on the building side of the game, you just cannot afford such units.

The AI struggles with the building side of things, so go figure.