Someone else in the other thread posted an interesting idea: why not stop ships from travelling past the supply range? I would add to this n say there only allowed to travel past supply range if they have an explorer leading the fleet.
So what you're saying is that I should program the AI with the capability to get annoyed and post about it.
Someone else in the other thread posted an interesting idea: why not stop ships from travelling past the supply range? I would add to this n say there only allowed to travel past supply range if they have an explorer leading the fleet.
So what you're saying is that I should program the AI with the capability to get annoyed and post about it.
I'll do that right after I teach it to reload the autosave if it loses a war.
To actually address the topic, as I said in the dev diary thread this is a crutch I'd like to do away with, but won't do so until it doesn't negatively impact gameplay (ie the naval AI is able to fully understand the naval range system and 'acceptable' attrition).
I'm no coder as well, but might I ask whether implementing options about AI naval Attrition would be possible?
For example (just like AI Handicap, AI Aggressiveness):
1- AI suffer no naval attrition
2- AI will not send fleet past the naval range unless he has an explorer
3- AI will suffer limited naval attrition at any time, but it will always be half the human player, or not for the first month, or the attrition scaling will be at a lesser rate than human players'...
Someone else in the other thread posted an interesting idea: why not stop ships from travelling past the supply range? I would add to this n say there only allowed to travel past supply range if they have an explorer leading the fleet.
To actually address the topic, as I said in the dev diary thread this is a crutch I'd like to do away with, but won't do so until it doesn't negatively impact gameplay (ie the naval AI is able to fully understand the naval range system and 'acceptable' attrition).
I do not think this should be a handicap setting. Especially since if you set it to 3 the AI will probably just send ships out to die, which wouldn't be much fun. Until the AI has been coded to understand naval attrition it has to be disabled for the AI, before that you have to have some rules like your rule 2 which prevents the AI from going crazy with their ships.
1st DLC: updated navy battles, mechanics and events![]()
And while we're at it we not remove explorers/conquistadors altogether from player control and make them mission-based, eg. go West, find a way to India...(as discussed in the various "random new world" threads a few months ago)
The AI currently has some issues with understanding the naval range and attrition mechanics at the moment. If it didn't, the no-attrition cheat wouldn't have been necessary. By doing what you suggest, you wouldn't really solve anything. It would not make a difference within the naval range, because there's no/minor attrition there either way, but it would still kill the fleet and the Explorer whenever they go on a long trip. However, with the no-attrition cheat, the short-range fleets aren't at a big risk to begin with. Which leads to the AI constantly needing to spend it's money to build new exploring fleets, and it's military points to get new Explorers, to continue to explore. I doubt the AI will explore randomly, so it's bound to have exploration as a goal. Which will effectivly cripple them. Is it really worth it? I say no.Someone else in the other thread posted an interesting idea: why not stop ships from travelling past the supply range? I would add to this n say there only allowed to travel past supply range if they have an explorer leading the fleet.
Still think its crazy that people are so bugged by this when the human player has so many advantages over the AI.
The problem is not that the game becomes hard due to the AI advantages. The problem is the game becomes silly. I've seem things like the Ottomans invading Prussia by the sea with huge amount of troops in the early game, which makes no sense. This kind of crazy stuff can really break the immersion, which sucks. It is not necessarily deal breaking, but it is certainly something we would be better off without.
The AI currently has some issues with understanding the naval range and attrition mechanics at the moment. If it didn't, the no-attrition cheat wouldn't have been necessary. By doing what you suggest, you wouldn't really solve anything. It would not make a difference within the naval range, because there's no/minor attrition there either way, but it would still kill the fleet and the Explorer whenever they go on a long trip. However, with the no-attrition cheat, the short-range fleets aren't at a big risk to begin with. Which leads to the AI constantly needing to spend it's money to build new exploring fleets, and it's military points to get new Explorers, to continue to explore. I doubt the AI will explore randomly, so it's bound to have exploration as a goal. Which will effectivly cripple them. Is it really worth it? I say no.
Until the great Wiz of Oz manages to make the AI understand the range\attrition mechanics, no-attrition is the way to go.
You don't understand. The fix we propose wouldn't kill the AI navies, it would outright FORBID the AI to send its ships past a certain limit (which would be further than the actual supply range lest it would be unable to explore).