Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Which AI is the best?
Published on January 17, 2007 By Draginol In GalCiv Journals

In beta 2, the AI was able to start using all the new features.  But post beta 2, i.e. the builds that aren't publicly available, the serious AI work starts going in.  And that's where tons of AI analysis, vs. AI gaming, AI vs. AI gaming, and so forth really gets going.  Getting the AI better at using transports, better technology handling, etc. are all very important.

Of course, to do all that, the AI bugs in beta 2 have to be fixed too (such as accidentally nulling of military prioritizing leading to researching of defensive techs but not offensive technologies -- i.e. slow researching of weapons).

 

The Setup: Drengin AI vs. Terran AI vs. Torian AI vs. Altarian AI

The Map: equally balanced for all sides

The results:

Game #1: Drengin Empire wins.

Final designs:

vs.

 

Notes:

Drengin dominates. However, no capital ships appear -- even though they have the tech. Still poor handling of transports.

Other AI faults noticed: Lack of Morale buildings on planets. Spotty technology research. Spotty use of galactic resources.

 


Comments (Page 2)
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on Jan 26, 2007
Daft question perhaps...

How do you get your "Starship Intelligence Report" screenshots, I've seen them time and again in these reports and, gorram it, I want to do it too

Is it an obscure key combination or a developer only tool?


It's a feature of DA. If you have the beta, you can just select a ship and click the ( i ) button in the name bar of the context area. For your own ships this brings up the details dialog, but you can get the intel report on them too by just clicking the intel button at the bottom of the details dialog.
on Jan 26, 2007
Ah excellent, thanks.

I've preordered, but have to wait as I missed out on the beta.

Fusilier.
on Apr 24, 2007
Shouldn't the AI heuristics be weighted to speed development of better ship designs? I mean wouldn't it be nice if the AI could, for example, determine the speed of its ships for a particular opponent was too slow and redesign a faster ship version? Or say the AI observes that the player constructor movement rate is too high to intercept and so creates a speed trap with military SBs to slow down constructor movement?
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