Implemented: Defensive Great Buildings

Discussion in 'Implemented' started by falcon93, May 23, 2013.

  1. jampots

    jampots Major

    Nov 16, 2012
  2. Tankovy

    Tankovy Brigadier-General

    Jun 27, 2012
    This was implemented along with the GB rebalanced if I'm correct... None the less effectively implemented. :)
  3. Soldatos

    Soldatos Major-General

    Mar 20, 2016
    +1 from me


    Jan 17, 2013
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
  5. Bewildered Zeratul

    Bewildered Zeratul Master Corporal

    May 12, 2018
    I know this is an old post and "implemented" which means, like, "closed", but, a brilliant idea lighted upon me that is related to this one, i.e.,
    There should be a Great Building that boosts the army's AI.
    This applies to both the attacker and the defender.
    For a defender, it is always the AI doing the fight for you.
    For the attacker, AI is at worker as soon as you click "Autobattle".
    I think the current AI is intentionally made stupid. Surely the programmers can do much better. They just chose not to.
    Think about chess, and think about playing chess against computer.
    There are beginner level, intermediate level, master level, supermaster level, and so on.
    Maybe also the Ultimate level such as Alpha Go.
    Eventually, no human player can win a fight against the smartest level of AI, using equivalent forces (armies).
    When these different levels of AI are in place, a new Great Building can be introduced whose bonus is to increase the smartness of the AI.
    Or, an easier-to-implement approach:
    Only two levels of AI are required: the stupid AI (the current one) and the smart AI.
    And the new Great Building's bonus is to increase the percentage that a computer-controlled military unit should become smart.
    By that time, a player can just enter a battle, click "auto", and sit back and "watch and learn".

    As an example to make the AI smarter, first let's notice that currently, a military unit controlled by AI often attacks the enemy unit who is to act in the next turn. Obviously, the AI unit hopes to kill that enemy unit so that it does not get its turn. A smarter AI, however, can calculate whether it will be able to kill the enemy unit with one shot. If not, it does not attack the enemy unit who has the next turn, but the one who has the next-next turn, so that two adjacent AI military units can kill an enemy unit so that that enemy unit dies before getting its turn. Sounds easy enough.
    Last edited: Jan 11, 2019
    CaptainJacksparrow likes this.
  6. Agent327

    Agent327 Tsar

    Nov 13, 2017
    Not really brilliant and absolutely stupid to add it to this thread.
    Chalinna likes this.
  7. MP75

    MP75 Corporal

    Mar 12, 2016
    Don't forget The Kraken,it gives a huge advantage to the attacker only and it isn't working in both ways like Arctic Orangery that could be helpful when you attack a player or defend your city !
  8. Bewildered Zeratul

    Bewildered Zeratul Master Corporal

    May 12, 2018
    I appreciate the evaluation.
  9. CaptainJacksparrow

    CaptainJacksparrow Warrant Officer

    Oct 6, 2015
    Iv got to agree that the AI should be addressed. Saying its stupid is being polite.
    For example, even fighting manually i sometimes click on the unit i wish to attack next then click again and my unit then attacks. But lets say im using a Ranger against a Dragoon ( im just using example here ) the ranger has bonus against the horseman and gets an extra defense bonus from forests as well as the hide ability.
    next to the dragoon is a forest and a plain, the AI sends my Ranger to the plain where he has nothing instead of to the forest. and if the enemy has a rifleman who must move next, he shoots my ranger who has no cover.
    This happens a lot with different troops, the AI should send your troop to the position where he has the best boosts.
    Bewildered Zeratul likes this.
  10. Bewildered Zeratul

    Bewildered Zeratul Master Corporal

    May 12, 2018
    I (think I) understand what you are saying. When you are fighting manually, there are six honeycomb cells surrounding the enemy unit you wish to attack, maybe including more than one that is reachable by your attacking unit. If you directly click on the enemy unit to attack, your unit won't go to the optimal honeycomb cell to carry out the action. (Apparently, it will go to the cell with the minimum movement cost.) (Also, I'm not quite sure. Sometimes if you rotate the mouse / the cursor around a little, draw the cursor closer to any one of the six edges of the honeycomb cell, then your unit will go to a different position, to attack from a different angle. Either that or I'm confusing the FOE battleground with the Heroes of Might and Magic battleground...)

    Contrary to the above, when in AutoBattle, the AI will do the exact opposite, say it's a Spearfighter, or a Berserk. Due to defence boost in forest, the unit will always try to find trees/bushes to hide. Even when the opponent has all Artillary units. So if a tree or bush is one cell (/mesh) away, then the Spearfighter or Berserk will move only one cell / mesh distance, to reach that tree or bush. And it'll take the unit forever to reach the long-range Artillery!

    Nevertheless, all in all, how did I landed on this thread, is that I was searching for info on Saint Basil's Cathedral to see whether I should build it. So that was my starting point, or motive, or intension. I tried to stick to the topic while not giving up my problem at hand, by doing what is similar to the OP, that is, proposing a Great Building, that boosts AI, because, the title says "implemented," like concluded and closed. Provoking a sleeping post and wandering off topic, that's like double crime. So let's forget about the AI and get out here before become arrested. You'll return to the Black Pearl I guess. I'll find my way back to Aiur or the planet Char... where I have some some personal matter to attend to... 8-)
    CaptainJacksparrow likes this.