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What's really annoying and has the potential to slow down my advances is AAA combined with A-Complexes. Works best with sensors under the base tile (I do take time to bombard these), but that's probably asking for too much.
I'm not sure if I would recommend Trance as on par with AAA and ECM, though. The order I'd pick is AAA, ECM, then maybe some Trance.
Sensors: In my opinion it is a design mistake (or possibly an unintentional mistake), that sensor array is not destroyed when city is built. I find the tactics annoying and never use it- though I understand that in MP everybody can use it. Still, does anyone in MP build sensors in other places that in a city square? (What kind of feature is this? It flattens the game.)
The Gaians did not do a hurried attack from base unless the base had a 1-2-1 defender. Three 5-1-1's in an otherwise empty base seemed happy to sit there. Could be a quirk -- need more data.I should do a similar test using the default terran.exe for comparison.
- AI defending roads and tubes at crucial points
- better and dangerous AI invasions
- AI defending against probes (what you suggest is easy on paper, but due to the architecture of AI movement, nearly impossible)
Oh, and not crawlers in war? Does this include the kind of war where you declare war on someone on another continent who you're not actually fighting? Because I think going into war-mode for this rather than just building normally would be a mistake.
Which is the hard part, teaching it to identify crucial points, or getting it to defend them?
So there's no way to have it hold off on the invasion until it has an advantage?
What is the architecture of AI movement?
Quote from: Yitzi on May 02, 2014, 02:47:24 pmWhich is the hard part, teaching it to identify crucial points, or getting it to defend them?I cannot see either solved, probably bunker defending can be done, but that is not easy at all and it would need many well thought exceptions (when the chips are down, better defend your base). Getting AI to build less roads is at least thinkable (and desirable). Still, too little. QuoteSo there's no way to have it hold off on the invasion until it has an advantage?Oh there is. Just where the "there" is... If I knew the solution, if I saw the place with the decision, one bit of it, I wouldn't ask, be sure about it. QuoteWhat is the architecture of AI movement?Infowar units are treated separately, there are too many instances. Defenders are totally separate again; I cannot easily explain the AI that this defender "cannot defend", in fact, so the base needs reinforcing. Every other unit other than defender moves out of base. There are emergency defenders, maybe I could try to squeeze probes inside that code, but then I'd lost emergency counter-attacking from the base, which I won't do.
This one would actually be really interesting, albeit potentially game breaking, which means it would fit better into a revamped Warfare mod rather than a general purpose mod. But it would be a good balance to the ubiquity of air combat.
I'd recommend something like a sliding target number of crawlers per base, so as the base gets bigger it wants more crawlers... Hopefully the whole move all the crawlers to SP base thing will mean crawlers are rearranged often enough to not stifle development too badly.
Do terraformers terraform outside city limits much?
Oh, and not crawlers in war? Does this include the kind of war where you declare war on someone on another continent who you're not actually fighting?