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Really? That surprises me. What better chance to get feedback on the AI they are promising to revamp. Hm.
https://aow.heavengames.com/scenariodesign/competeai/
https://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=29,3505,2070,all
From the A.I. designer of the first 2 games himself:
Btw, have you seen how the A.I. handles Necromancers in AoW3?
Yeah, it does not build anything and is the weakest A.I. even if its the last A.I. you defeat on a big map on Emperor difficulty.
Another example, how the A.I. cannot handle new game features in a sequel AoW and make the game even easier to beat.
Unlike multiplayer where as Necromancers are so overpowered that they needed a nerf in certain mp balance mods.
From what i have seen, AoW4 has some new game features that makes the A.I. appear even worse than in previous A.I. with the unfortunate exception of maybe AoW2 when the A.I. was not even able to enchant its units at all, it pumped out T4 units later in SM with A.I. patches, but it did not matter without the enchants which are very powerful. SM was the peak of AoW in pbem and live mp, but A.I. was still bad.
Imagine in PF the A.I. would play without mods, yeah its like this.
Bottomline: All it needs is a functioning A.I.
In terms of an actual challenge, the devs need to design endgame mechanics like revolts so your developed cities and units turn against the player something like that, else, the endgame is all the same steam roll business as usual.
1 Tip most people probably don't do: Try to organize A.I.s in teams, so team 1 is you, and team2 up to 7 other A.I.s
2 Tip, make at least sure you play against the pretender kings or on the Artica map.
This will prevent trade, peace and diplomacy so there is only war by default and you are going to face big A.I. armies early on that beeline your cities, even without the watcher patch.
Remember, you play a war game not a builder game like civilization. AoW4 might look like this now, but in its core its always a combat focused game.
I mean, i did not have diplomacy with Aliens either in X-com - the old X-com at least and the design is pretty similar with AoW regarding its combat.
The still very popular Heroes of Might & Magic III, by active players count right now, has no diplomacy and trading system with A.I. and on top of that a very simplified economy and combat, helping the A.I. to perform well compared to any AoW game.
Triumph Studios devs need to make the game more challenging by providing as said, actual new mid-endgame mechanics to help it, this game needs a very different approach to handle things, functionality alone will not provide that challenge, just a little bit an illusion that the A.I. is not completly dead and can move armies around.
I think both Artica and Pretender Kings are a good foundation for that, all it needs is immersive endgame mechanics to buff A.I.s and hurt the player. I think revolts are always very immersive for an overexpanded empire.
Empires created by the player, are way to stable and peaceful, this should change with expansion, but the A.I. should not be affected by this.
Unfortunately I think adding revolts to AOW will never happen. Developers and gamers seem to be content with the linear progression.
I'm pretty sure in AOW III if a city's morale goes low enemy you'll get a revolt with an army of the city's race attacking it and any garrison you have there. Happened to me in the elf campaign when a rogue AI player cast some spell damaging my cities' morale.
This is not the 'major AI update' you are looking for. Move along.
This was only the case with AoW2's anarchist wizard skill and actual alignments on races.
In AoW2/SM this happens without anyone casting spells, thats the whole point of it.
Meh, in a year or so, maybe that would be true for the AI. In the meantime, I wish I spent the money on BG3 so I can actually play a good game and not be a paying beta tester.