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I could hardly believe what was happening last night when I played the final mission of the English campaign. One time I just ordered a single monk to move outside the castle to heal some units and he could not do it. He got stuck on the gate. It is really sad that AI has made zero advancement in all those years, at least when it comes to pathfinding. It's like C&C harvesters blast from the past 1995 all over again.
Regarding AI errors. You can leave a bug report on the official AoE4 forum.
https://forums.ageofempires.com/c/age-of-empires-iv/age-of-empires-iv-bugs/185?order=views
Just sad that the A.I of AoE 4 doesn't let one be modified like in CoH 2..... which is clearly a step backwards...
1- The only issue I ever found was in one of the last Mongol missions where you have to defend against 8 raids. I accidentally built a wall with no gate (which is actually not stupid), and 2 of the last raids all clustered in one spot on a river. I'm guessing because there was no 'path' to wherever they needed to go, more or less.
2- Isn't have 40-50% workers the best way to have an economy? The map, unless super huge, isn't supposed to be 1 blob army stomping thru everything. There should be things going on in all places. Perhaps this is saying how the game should be played, which is wrong, but if i'm not mistaken that is how the more experienced players play.
Now I sort've disagree with what I just said, because every game I have no much resource I can't even spend it all on units fast enough. So I guess that many workers isn't needed, but it does making losing tons of them irrelevant. AI never has a maxed out army anyways, and I never see them go past 30% workers.
3- Maybe.
4- I thought this was a great aspect of the AI, to come and go based on factors of victory. Even down to minute things like running away from your army near a tower, then turning back to fight you when the tower is out of reach. If you're going to lose anyways, maybe it's better to just hope they let you go. Would be better if they had reserves or ambushes to make their fall back better. Still, I thought this was a great change from just dying with no chance to win.
5- It happens in all AoE's so far. Your scout didn't expect to find cannons on the pond, did he? Owned.
6- I don't have much experience in this. River crossings they seem fine. Bridges I didn't notice anything.
7- I played literally 2 water maps, and I thought I would be safe for at least 8 minutes. Not even close. That was hell. But maybe.
8- I may not have enough experience to know, but going by any other RTS I played (certainly not all), they all seem to be the same basic thing, and of those, AoE4 is the one that stands out most for AI using tactics other than rush or massive blob army. So I'd disagree that the AI isn't up to par with other games, it seems better.
A.I's usually tend to be weak, reserving 40-50% of the popcap to workers only, cripples the A.I even further in it's military aspect. Making it weaker than it could and should be.
I see the point though.
I don't think I have noticed it. I have "starved" the hardest AI and they really stop producing stuff from my impression. Granted, I haven't paid painstaking amount of attention to AI production like that.
Either way.. I personally find the hardest AI to be very weak in this game. I absolutely crushed it on my first try. Like, not even close. I am pretty average casual player when it comes to RTS games, too. I still tend to panic and lose the grasp of basics when getting overwhelmed in most games of this type, haha!
It wasn't a fluke either, I tried more games and hardest AI barely gives you any challenge. Even when I was playing civs for the first time and spend a lot of my time reading tooltips.
I think this is why most of the campaign missions don't involve actual AI controlled bases too much. The AI just is not up to the task. Even missions with enemy bases the enemy just autobuilds attack waves regardless of anything and villagers are there for decoration more than anything. Then again, the campaign is so glitchy and bizarre that it feels like it loads up some beta version of the game for it.
AFAIK the AI doesn't cheat in AoE2 or AoE4 - which is one of the biggest positives since you can starve it or deny resources just as you would any human opponent, and also the AI won't be able to produce unit faster or in greater scale.
In this aspect I really like the AoE AI, even if it sometimes is dumb as a rock.
It has some mad multitasking skills however. And I think it has some kind of "see the map" advantage.
Yeah, I don't think they do get a handicap, or if they do it still requires having income to get the bonus to. So many civs have passive resource collection, so it's hard to say how much is workers and how much is that. Or both, in something like England, who gets food and gold from farms. I don't know how that really works still.
To learn the game we did intermediate then upgraded, and i agree that the AI is weak at all levels. I can still lose to them, when i get lazy. 1/2 the time it's a sacred site victory because of stupid stuff, like my entire army can't kill 2 elephants in 5 minutes.... I'm still mad...
Honestly.. it feels like they just shut down once in late Feudal and early Castle. It is like it gives up somehow and doesn't really have any "plans" for late game so it just does whatever. Even in late Imperial without player raiding its economy, the AI feels... underwhelming - sending relatively small attacks out, allowing the player to just set-up the killing blow without interruption.
In the replay I watched, I don't think the hardest AI even reached 150 pop despite me never really touching his base at all and with plenty of time. At least this is my experience.
If the devs ever decide to check the AI, I think they might want to look into making the AI a bit more active in later half of the game. I think the AI is a bit too passive in general on the hardest difficulty.
No. No cheats at all. In fact if you consider that their villagers must idle a few moments after being created (can't use rally points, AI villager management script only runs every x frames - the more AI players the longer the delay so they don't overload the CPU) it's the players that have an advantage.