![]() ![]() Not perfect (perfect AI is very hard to make, or we'd be working in slave factories for the machines by now) but the complexity and quality really makes the games more fun than their forebears. That said, CK2 and EU4's dynasty/diplomatic AI has really come a long way, and is something pretty special these days. +1 to this, Gal Civ II's AI is still my high watermark for that kind of thing. It did not cheat against the player in any way with any modifiers and it could really crush you on the higher levels. QUOTE=ruckel 17687917]I wonder if Paradox have peeked at the Galactic Civilizations series AI? In the second title the AI was extremely good and adapted very well to most situations. While a lot of people get excited about all sorts of features, for me the AI in a strategy game (and most other games that involve computer actors) is the most important element. That said, I very much hope for more improvements again for HoI4. To date, from Paradox, this isn't just hyperbole but reflects what they've actually achieved. Paradox's AI has continued to evolve and develop substantially over time. Same with the EU and CK series, and Vicky to boot. The first's AI was a valiant attempt, but imo the third's was the first time the series really got close to a WW2-type experience (the second wasn't bad on land, but struggled with large naval invasions - the third still hasn't got it perfect, but it's much, much, much better - but Japan in HoI1 and 2 really struggled with the AI). I've been playing HoI since the first, and the AI has continued to improve substantially. Titan79įor those who enjoy vanilla AoD, but want to see a much more intelligent AI, more historical events and overall better gameplay then download this mod. ![]() ![]() but only after you've found it out or someone told you. There is nothing new in the world except the history you do not know - Harry TrumanĪnd well, everything can be obvious. The man who has no sense of history, is like a man who has no ears or eyes - that guy, you know THAT GUY Here is my single player AoD Third Reich Mod AAR. Here is an even older 10 player AoD AAR. Here is a 3 player AoD AAR from way back when. I suspect HoI level complexity will be one of the hardest games imaginable to code a good AI for, Good Luck!įeel free to checkout the 8-9 player online AoD AAR I'm involved in - we've now completed the epic campaign, and the story is now complete. Possibly I think of "advanced" as a high performance sports car that is very hard to drive, while you think of "advanced" more like a modern Volvo with active city safety, active warning for lane-changing and other similar features that make it a bit easier to drive. It holds true, other strategy wargames often have an AI that is perceived as more challenging the more simple they are, and thus the smaller space of options that any AI needs to evaluate to find good/optimal solutions. What I mean is that the more advanced the "car" (game engine) the harder it is to "drive" (program good AI for).Ī very complex game like HoI3 with 10000+ provinces, millions of millions of possible combinations of choices/set-ups/units/situations makes it almost impossible for any AI to act reasonably to every situation imaginable. My experience with games so far told me that in some manner of speaking it's actually the other way around. ![]()
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