Tactical AI too basic

I know this has been covered before, but I just have to bring up again that the combat AI (even at high levels) in GalCiv far too basic. The only trick it seems to know is to have each of it's ships head to the closest enemy unit/world. Which of course leaves it wide open to many exploits: impaling the AI on heavy fortifications, luring away whole battle groups with sensor drones, picking off (the consistently) unescorted non-com ships.

A couple of simple suggestions that hopefully shouldn't be too hard to implement:
1) Evaluate target planets with a simple forumla (i.e. avg distance from your worlds / defender strength) instead of heading bee-line to the closest
2) Escort and/or muster Troop transports
3) Assign ships proportional to the threat they deal with (send corvettes, not battleships after drones)

And I understand that adding rules to a complex system can have unpredictable results. But at the very least, suggestions #1 and #2 should be relatively straightforward and provide for a much more interesting tactical challenge for the player.
316 views 4 replies
Reply #1 Top
It already does all 3 things -- but only at Intelligent and higher.

~SDC~
Reply #4 Top
Brad,

I'm playing Intelligent and if the code is there, it must not be fully utilized. While I've seen the computer attack undefended planets, i've never seen it escort a troop ship. Can I add to the list?

What about:

a) scouts, sensors? Since the computer isn't cheating, it should use these. Otherwise it can't know where to attack. Of course, these will have to be defended like troops ships (well, once troop ships are actually defended).

b) build an armada and then attack in force or pick a sector and defend in force. the AI likes to send one ship at a time to attack. this makes killing it and the fleeing to safety very easy. if the AI had an algorithm to determine staging points (perhaps important locations that need to be well defended) and then sent out attack squads from there, this would dramatically increase the AI's effectiveness.

c) defend starbases! i was able to take out 5 fully upgraded resource star bases last night (on intelligent). all bases had no garrison ships. at the time the computer had a much bigger military than i did, so there wasn't any excuse for this.

d) more long-term harrassment missions. one thing the computer is really good at since it has infinitive patience is going sneakily behind enemy lines and wreaking havoc. (play civ 3 and you'll see this over and over)

e) preemptive positioning (or perhaps better.. i think i've seen something almost like this). if the computer is going to attack me, it should decide 10 - 20 turns before hand, position ships for attack around KEY targets, and then attack. declaring war and having no ships near my SBs gives me plenty of time to push in military modules and more ships.

btw: I love the game. I'm just trying to make it even better!