Screenshot of a giant monster sitting next to an AI city not attacking

I keep noticing that the monsters are not attacking the AI cities. I understand from frogboy's post that the monsters are attacking the AI and they may be attacking them out on the field sometimes but I see them avoiding the AI often. I have a screenshot of a giant river slag sitting right next to an AI city and NOT attacking. This has been like this for like 50 turns or more. The AI city only has 2 units in it, there is no way they could defeat the river slag. If it were my city, I bet the slag would attack me.

 

 

http://imageshack.us/photo/my-images/705/fallenenchantress134551.jpg/

 

17,925 views 16 replies
Reply #1 Top

Well it seems he finally moved down to another city and did destroy a different AI city. Very unpredictable though, seems hit or miss.

Reply #2 Top

I think monsters (stronger ones especially) should protect a certain area, and if disturbed, attack anything it can beat or destroy within it.  It makes sense that a monster has an area it protects and only really gets angry within it.

Reply #3 Top
I think this is one case of player and AI being treated equally. In my first game of beta 4, I conquered an AI city that was close to a dragon. The dragon stayed put until my ZOC expanded to include it, and then the beast began to wander around the outskirts of my city. But it never did attack my lightly defended city. Eventually (maybe after 30 turns or so) it went off and destroyed one of my outposts, and then I never saw it again. I think I remember reading somewhere that most monsters tend not to attack cities that have at least 1 defender garrisoned there, so maybe that's it. This was on Normal mode.
Reply #4 Top


Makes me think about having that Baldwin guy say "Maddening isn't it ?  "  like he does for the Capital 1 Miles card. 

 

 

Reply #5 Top

The monsters don't care who owns the city or unit.

Reply #6 Top

Quoting Frogboy, reply 6
The monsters don't care who owns the city or unit.
End of Frogboy's quote

 

I can confirm this.  The behavior annoys some--who wants a 500 pound gorilla as your neighbor, when it may stop being docile at any time?--but it does act in just this random way towards both AI and human players.  There are also variations between individual neutrals, some of whom wander more, while others stay very close to their nests.  But they all act impartially to the player and the AI.

Reply #7 Top


Yeah but they should care who's next to them.   Free snacks. 

 

When it comes to the city / outpost next to them or boundary just covered them, they should think about going after that a lot more than they do. 

 

It's perceived that they just bee-line for the human player.  I'm not the only one, obviously - and perception is everything.

 

Reply #8 Top

If you make one change to the behaviour of the Monsters faction, give each individual Monster (or Lair) an area it protects, and EVERYTHING in that area is likely to be attacked if the monster or lair output has a good chance of winning.  I'd rather that monsters (within their "turf" or maybe can attack cities or units, but not outposts, one square further) always attack outposts, and also take a slight risk in attacking cities or units, then just have a random chance of attacking something next to them like it is currently.

So I suggest:

  • Give Monsters and Lairs a patrol radius (the Lair patrol radius would be for every monster produced by that lair).
  • The radius would be based on strength of the monster/s, tougher monsters would have a smaller radius, but smallest radius for really powerful monsters would be two or three squares from the starting point.
  • Monsters ALWAYS attack anything in that radius that it stands a good chance of defeating, ie. always moves onto outposts, attacks low level cities, champions and units, and the more powerful the monster the stronger the fight it will take on.  Dragons and Slags for example would be likely to take on most low to medium (or high medium) level intruders on their turf.
  • When quests or events spawn monsters over an area of the map, each group would be given a relevant patrol radius.
  • And when a lair upgrades to more powerful units, it could perhaps keep the same patrol radius for the more powerful units, since the monsters have become bigger and more hungry since they have been left to multiply.
  • The patrol radius could be automatically extended every (map-size-customized - and there could even be map start options to change this - probably make it mod-editable too) number of turns, and there could be an option for an automatic extend when a juicy target is close (including a city or outpost) or a "stretch" (moving just a little out of patrol radius to attack a juicy target or town, but would then go back to the current regular patrol radius if nothing else near.)

I like the idea of Monsters and Lairs having a patrol radius they consider their "turf", and have it increasing at points throughout the game to increase the danger, and being balanced by having more powerful monsters or lairs placed starting with a smaller radius.  But radius would never be smaller than two or three squares from the starting point even for the most powerful monsters or lairs.

What do others think of this suggestion?

Reply #9 Top

Quoting Frogboy, reply 6
The monsters don't care who owns the city or unit.
End of Frogboy's quote

 

Then there must be a bug because the monsters don't seem to agree with your statement in many cases.

The monsters AI needs to be agressive they need to take/destroy cities, Outpost and kill units of both the Players and the Player AI. The should be FEARED.

Currently it is a hit or miss kinda thing. And are not very scary.

Reply #10 Top

would be nice for monsters to have a radius. Perhaps there could be some events related to super monsters that try to ravage the world though, that would be cool.

Reply #11 Top

hey guys, we're not having much success in this discussion with Brad.  he's convinced that monsters are attacking the AI cities and units as designed.  so let's change our approach.  Brad, will you please cause all monsters (or monsters with higher level than city) to attack a city whose influence invades its lair?  as players, we should be able to witness this happening to the AI anytime it's dumb enough to plop a city down next to a monster.

Reply #12 Top

Quoting Trojasmic, reply 12
hey guys, we're not having much success in this discussion with Brad.  he's convinced that monsters are attacking the AI cities and units as designed. 
End of Trojasmic's quote

 

I've watched it do so.  Came upon another faction's city, slag beast just sitting there, sunning itself, when it suddenly decided to march over into the city area and  wreck merry Japanese anime havoc.

 

I honestly don't have a problem with animal behaviors that can't easily be predicted at any given time, rather along the lines of realworld bears.  I would like to know which animals are more likely to do one thing for a percentage of time (lair defense, hunting, crocheting, etc), but that's probably something we'll need to discover on our own.

Reply #13 Top

Quoting Glazunov1, reply 13


I honestly don't have a problem with animal behaviors that can't easily be predicted at any given time, rather along the lines of realworld bears.  I would like to know which animals are more likely to do one thing for a percentage of time (lair defense, hunting, crocheting, etc), but that's probably something we'll need to discover on our own.
End of Glazunov1's quote

I guess I should have made a distinction between "animals" and "monsters".  We're not asking for bears and wolves to attack cities, but we are asking for obsidian golems, drakes, slags, dragons, etc. to not allow encroachment ... ever!  We should never see an AI city right next to a obsidian golem for more than 2 turns.  First turn, golem gives a warning.  Second turn, golem attacks.  Every time.

Reply #14 Top

Quoting Trojasmic, reply 14

Quoting Glazunov1, reply 13

I honestly don't have a problem with animal behaviors that can't easily be predicted at any given time, rather along the lines of realworld bears.  I would like to know which animals are more likely to do one thing for a percentage of time (lair defense, hunting, crocheting, etc), but that's probably something we'll need to discover on our own.

I guess I should have made a distinction between "animals" and "monsters".  We're not asking for bears and wolves to attack cities, but we are asking for obsidian golems, drakes, slags, dragons, etc. to not allow encroachment ... ever!  We should never see an AI city right next to a obsidian golem for more than 2 turns.  First turn, golem gives a warning.  Second turn, golem attacks.  Every time.
End of Trojasmic's quote
I like this idea a lot.

Reply #15 Top

Yeah I've seen this. Had a very pleasant Slag right next to one of my cities who was kind enough to let me level up my champions until the stack could kill it. XD

Reply #16 Top


Well from another post I now see that these monsters aren't as predatory or aggressive as I thought they should be.