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Lord_Eol

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Mar 7, 2016
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So let me start off with much of this probably has already been said before but not digging through all the posts and they didn't seem to "fix" any of it in Revelations so maybe it wasn't. Also I don't play MP so I'm indifferent on that.

First off I'm not asking for a smart AI here, I get that is hard. Still how about some BASIC AI checks like:

1) For NPC spawn, only engage if within X hexes AND don't engage with more than Y units. You don't need to shift EVERY ARMY IN YOUR EMPIRE to do this. It slows down the game for no reason.

2) Learn to use stacks, you don't need to move every unit individually. Just make an AI rule along the lines "Only puts units with same movement range/type in a stack; move stack together always". Current slows down the game for no reason.

3) You don't need to move every unit every turn max movement just to do nothing. I'm really sick on turn 200 seeing the AI spend fifteen minutes a turn moving units one hex back and forth max movement because, well no damn reason.

4) To use a term from Magic, if you aren't advancing the board state, what are you doing? I literally once watching two AI players on a island at war with each other for three hundred turns just sit there and do nothing but turtle. What exactly is the AI's end goal here to "win" even versus another AI.

5) For the AI (and make it hidden) steal the concept of war score from Paradox, i.e. "if war isn't over after X turns, attempt peace" or "If opponent after X turns have Y war score above me (lets says 500%) sue for peace OR accept a vassalize offer OR offer to surrender". It cuts down on grinding.

6) The AI simply doesn't understand "capitol and commander" hence get rid of that completely. It can't kill them, it can't defend them, it just an unnecessary mechanic as the AI can't grasp it. Replace with #5

7) [Tactical] Quit suiciding units for no gain; learn to use RANGE. I hate when I'm 100% melee and they teleport their sniper units to range three just to lob a grenade and then die. If the AI can't figure that out, then make them use better unit selections such as melee only or short range (7 or less). That goes for understanding your opponent ranges also. It's stupid when I can kill an entire base with range 10 snipers because the AI thinks I will close range, newsflash I won't. A basic AI check (every turn) with something like "if total number of AI units with range matching max range of opposing player < 200%, then charge!!" should work or at least better than now. The tactical AI way overpriortizes short range AOE like grenades or cooldown short range abilities.

UI Issues still not resolved:

1) Quit telling me "units haven't moved yet" for end turn when every unit has actually moved and it's a city, etc.

2) Make a way for "next unit" to ONLY cycle units that aren't on "guard" status. "Guard" means "I don't ever want to interact with it again unless I intentionally click it" given it seems to have no other affect (defense bonuses, AOC, etc)

3) Make a way to upgrade every unit in a stack, not just "one at a time" or "all units in game"; need that third option.

4) Minimap needs to show opponents in view range like it shows other stuff or else have the UI flag you. I hate not knowing an AI is attacking me until the turn it enters my territory even though I can "see" it on the map two or three turns before if I scroll over. Even if you don't want to show units, how about at least "flashy sector" if an enemy army is in the sector (or sector next to it and it's visible).

5) You really need to center the minimap on your capitol.

6) You really need a better color schema. The borders on the main map are hard to view or understand. The boarders on the minimap are near impossible to see unless you pick certain colors and ditto the capitol. I'm tired of always playing "dark blue with yellow capitol" just so I can see it and even that isn't great.

7) I don't need a terrain minimap (to #6). Either replace that or make some map modes, ideally who that just shows the map but as a political map (i.e. sectors and control; ignore all terrain). Will help with the color issue.

8) Shortcut keys (1-6) should work all the time. Doesn't work in a third of the menus.

9) You need to warn about attribute stacking and failure to do so. For example if I take a item that grants "+2 vision" and another item (or ability) that grants "+1 vision", I should EITHER get +3 vision ( I don't) or warn me about that. Also you really need to display unit stats somewhere, i.e. what is the current vision range of the unit, total percentage bonuses, etc. LIke 10% + 20% + 20% means what for example when it comes to stacking. Like it is 100+(100*0.1)+(100*0.2)+(100*0.2) or is it (100*1.1)*1.2*1.2. Nowhere does it really explain how to status effects stack, etc.

And a giant game play thing that is needed that most 4x games figured out decades ago:

1) Units on the strategic map need a zone of control (ditto cities, etc), i.e. "if enemy unit moves to the hex immediate touching, all movement lost)

Lastly seven suggestions:

1) it's a future game, we really don't need a navy. Yes I know plenty of games have it, let's not. In all "future" games it's just a wasted mechanic (as it should be given air/space units would replace it form a combat perspective as it's even going now today) plus the AI rarely understands water anyways. Suggest either (1) get rid of the navy mechanic completely. Water can only be transversed by fliers. Make a mod for colonizers only that add "flying" (so you have to land it and then defend your beachhead with flier units until you can build a orbital relay or local units). I'm also ok with transport mods, i.e. "this mod allow flier to 'carry' one unit per mod. If unit is destroyed, carried units also die". OR (2) buff the navy to make it more realistic in a "future" game (same way it's even going on earth), i.e. 100% underseas and stealth (i.e. subs or in game terms hidden). Also give naval units (to above) a higher ZOC (maybe two hexes). Lastly add some naval only mods and navy vehicles so you can have admirals/heroes.

2) Need a way to permanent raze MAP stuff (structures) and I mean permanently. LIke destroy teleporters, structures, etc so they can never come back. Given they can never be rebuilt that is also the downside if you adopt a scorched earth policy as your loss when you take it back later.

3) Better random hero selection. You will literally see the same heroes over and over down to how they look. Just make random heroes for joining.

4) Make it so NPC (non-AI) spawns never spawn in a controlled sector (by any player including AI). If you control it (or the AI does), you shouldn't be getting spawns still. Yes that means late game no more spawns basically but equally it also helps the AI as the AI doesn't grasp spawns and it needless slows the game down for no value in the end-game anyways. Spawns make since to deter initial expansion, not late game where they do nothing but confuse the AI.

5) Just a minor tweak but across different races make the units slightly more diverse on basic stats such as range and movement, i.e. not just "normal/fast" but varied. Ditto ranges; for example maybe one race for the sniper (unmodded) only shoots range 7 but makes up for it with fast tank melee units (unmodded), etc. It doesn't need to be always range 1/5/7/9 (unmodded), no reason you can't have 1/2/3/4/5/6/7/8/9/10. Ditto spreading out the tiers and tech trees; they don't have to be identical at each tier or path.

6) Major change suggestion (like Navy) but I would get rid of the concept of garrisoning with armies completely. All it does it confuse the AI and forces placer to turtle expand mid/late game as you always have to keep 18 to 24 units at home per city (and ditto that is ALL the AI does). I would instead suggest changing the garrison concept completely in that they ONLY use garrisons and make each "military infrastructure" upgrade add 2000 points of automatic garrison (which yes means you probably need to vastly increase the build cost of these) plus a way to increase garrison of the sectors. On the flipside your stationed armies DO NOT DEFEND PERIOD nor can they even engage within two hexes of the city (i.e. they are "scared" of collateral damage lets say). If a city is "captured" all stationed (in city or within two hexes) of friendly units are instantly destroyed as well. This would allow you (and the AI) to focus on what makes 4x games fun, the expanding, exploration, combat, etc and NOT turtling. Just abstract out the turtles. Also the garrison numbers are high enough they can actually defend (if invested into) but same time you can beat with effort (i.e. max garrison would be 7000 points). This is a major change (like navy) but would vastly improve the game.

7) This is just common sense but wasn't done. When adding new "features (i.e. DLC's, etc) backport them to the existing campaigns.

None of these are BIG changes (well outside the Navy and garrisons) .. just minor things that would go a long way on game improvement.

Edit: Fix some typos and added suggestion 6+7, formatting
 
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AstralLein

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Aug 23, 2019
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I agree with you. At the moment, so there is no need for such a Navy in the game, and the AI meanwhile, even in the "puddle" builds 2-3 groups of ships that do almost nothing (or can not). The passivity of the AI in the fight against other AI (and the player too) is generally the key problem of the game at the moment!