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- While I've done quite a lot of work since 1.6.3, the AI is far
- from complete. It's finally competent, at least, although there are
- certain situations it still doesn't handle well. Over the final hours
- before the 1.7.0 release, I tried to teach it to handle a number of
- unusual cases, many of which haven't been tested. If it does something
- stupid or questionable that isn't referred to as a Known Problem,
- send me mail describing the problem and attach a save file so I can
- take a look at it. If you have opinions on which of the below are most
- important, send me mail about it. I'm always happy to get user feedback.
-
- The AI difficulty levels aren't fully implemented. I've done all my
- work getting the default level to work right, and based on what I've
- heard, I defined that level as 'hard'. I made some minor changes to
- get the AI to acknowledge 'normal', but I don't know if it's going
- to behave reasonably at that level or not. It seems to, but 'normal'
- mode has only existed for a few hours, so it hasn't really been tested.
- There is no 'easy' mode yet, although I suspect there needs to be.
-
- John Stonebraker
- ppaqebb@surfshop.net
-
- Known problems:
- -------------------------------------------------------------------------
- AI doesn't understand when to become DEMOCRACY
- Cities don't realize units are on their way to defend it
- AI doesn't understand obsolescence
- related: AI likes to build Oracle more than Chapel
- AI doesn't know how to use spies and diplomats, even for defense
- AI doesn't know how to use planes and missiles
- AI doesn't understand how to favor trade when it needs luxury
- AI builds cities without regard to danger at that location
- city tile values are not cached; wastes CPU time
- Food tiles should be less wanted if city can't expand
- AI doesn't build infrastructure near where a city is about to be built
- ai_calc* routines are slow and perhaps shouldn't regard government
- AI won't build cross-country roads outside of city radii
- Non-military units need to stop going where they will be killed
- GOTO doesn't popup diplomat/caravan dialog when city is reached
- Locally_zero_minimap is not implemented when wilderness tiles change
- AI doesn't understand 13th city is unlucky
- Settlers won't treat about-to-be-built ferryboats as ferryboats
- If no path to chosen victim is found, new victim should be chosen
- Values for Mysticism, Electricity, and Theology need to be verified
- AI doesn't know how to make trade routes or when
- AI is vulnerable to well co-ordinated mass attacks
- AI doesn't acknowledge effects of MAGELLAN in some of its calculations
- Boats sometimes sail away from landlocked would-be passengers
- Transport paranoia code is mostly working but not 100% reliable
- Ferryboats crossing at sea might lead to unwanted behavior
-
- Partially fixed problems:
- -------------------------------------------------------------------------
- AI handicaps are not implemented
- AI manages workers one at a time, which is not as dumb as it used to be
-
- Recently fixed problems:
- -------------------------------------------------------------------------
- Caravans still waste turns helping with wonders
- Ferryboats remain on GOTO even after their passengers leave
- Settlers sometimes leave ferryboats too early just because they can
- When aboard ship, settlers calculate distances stupidly.
- Only ground units and ferryboats should be grave or urgent danger
- AI disbands units it can't upkeep rather than scrapping them
- Other cities should avail tiles to prevent famine or disorder
- AI doesn't really understand the consequences of pollution yet
- Something mungs the minimap
- Move costs were not being reset when a city was created or destroyed
- AI cities occasionally repeatedly have and resolve emergencies
- AI doesn't attack enough
- AI doesn't co-ordinate city defenders
- Only settlers use ferryboats when ground forces also should
- AI doesn't understand it needs ground forces to take over cities
- Bodyguard and charge are not yet implemented
- AI doesn't co-ordinate attacking forces
- In the near <city> combat messages, <city> may be unknown.
- Explorer routine should be available to players from the client
- Boats with both settlers and attackers aboard misbehave
- AI's economic rates are not limited by government
- Desire to build units to attack wounded enemy units was buggy
- In obscure circumstances, failed to find elvis pos even when it exists
- Asymmetry in move costs caused the AI to misjudge danger sometimes
- AI wouldn't buy units when danger was exactly equal to defense
- AI has widespread disorder when Railroad/Theology obsoletes a wonder
- AI buys extra defenders when it could instead buy walls
- AI will spend 1000 gold to buy a battleship for defense of a city
- Auto-settlers know tiles are irrigable even if water source is unseen
-
- Idea space:
- -------------------------------------------------------------------------
- Friendly cities can be used as beachheads
- It might be best to only sentry the #1 passenger and its bodyguard
- Unit_move_turns should be implemented more thorougly
- Assume to-be-built ground attackers are veterans once gunpowder is learned
- Assess_danger should acknowledge positive feedback between multiple attackers
- Urgency and grave_danger should probably be ints showing magnitude of danger
- It would be nice for bodyguard and charge to meet en-route more elegantly
- It may be correct to starve workers instead of allowing disorder to continue
-
- For land attacks, a chariot might be better than a catapult, but
- for sea attacks it's probably worse. Correct might be two fstk calls,
- one which forbids ferryboating, and one which almost demands it.
-