Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is almost ironic, given the city's called "Markov" Geist.
I'm still learning but what I've found is a lot of the time is staying put can be worse than not moving. The AI will still find a way to get you first if even if he's the one moving to you. Could be a bug. I noticed sometimes the stillness factor doesn't work like you think it should.
Yeah, its not about assuming that. For example, a gunner is moving towards a doorway to flank my unit. I turn my unit away from a nearby window to face the door. The AI immediately aborts the movement towards the door and comes around to the window and kills my vatborn who is now facing in the wrong direction to cover the window like he was a moment before. Is it possible that the AI was ropa-doping me? I doubt it, because had I simple let my unit continue facing the window, it would have continued its flank and shot me through the door. It looks, almost certainly, like the AI is using the information you use to order your troops in calculating its own actions. If this is the case, the player should be able to do that too; although that would produce a fairly dull and slow game. It would be better if the AI employed good strategies rather than simply adapting to the players plans which it should not be able to see anyway.
Yeah, exactly.
I never thought of testing it with save games. Although one time I got the AI in a loop and it could not decide what to do as my plan presented no options. It was almost glitching-out because its ability to cheat was not enough in that case.
I do agree with you there. Staying put is often bad, but I think its because the AI has difficulty cheating as much if your plans have dynamic elements. It has to calculate where your character will be at a specific moment and it isn't programmed to take such calculations into account as much as 'static variables'.
Except that each time the AI's turn would be sometimes a little bit different to completely different.
Should not happen, AI's turn must be based on my turn's start and should not be affected to whatever I do during my turn.
Sometimes it feels like I have checked the 'AI knows your plan beforhand' option in SP.
But I did not.
It may not mean the AI is cheating...
Could just be some random seed being reset when it should not.
As for the AI changing plans after loading, I think it just isn't deterministic. I seem to remember in an early developer diary for the game they where showing how the AI worked, and it seemed to be that it generated two different plans the player might carry out and attempted to counter both of those. In order for the system to be able to generate multiple plans from the same state, I would assume it would likely have some degree of randomisation.
This is not true and the experiment is flawed: the AI will not make the same turn twice even if you just stand there unless they don't see any other way to proceed, which is an exceptional case.
I thought the AI would.
Looks like I was wrong, the AI is not deterministic.
It uses a little bit of randomness each time.
Which is weird, because only since recently I could restart a turn and see the AI doing exactly the same thing each time. But not anymore, or not actually every time. I must have been lucky before, that's all I guess.