Re: Sv: Re: AI marketability
Quote:
Originally Posted by TB666
The load/save was what you say it was, a bug. A bug that took around 6 months of thousands of players playing this game alot to notice.
The AI did have a memory, it just wasn't working properly.
Ever since the bug was discovered I only had 4 seiges broken total, the rest of the seiges during the pre 1.3 patch worked fine.
I doubt CA shipped RTW knowing the bug existed.
Actually, CA said it was a design decision not a bug. After players started complaining about it and their attempt to surpress that complaining failed, they changed it. I've always wondered whether they said it was not a bug to save face. If it was in fact a design decision, then someone at CA knew about it from the beginning.
Quote:
Originally Posted by sunsmountain
In a team of programmers, you have to make some ground assumptions so you can get to work. Now that the work is done, you can go back to those hard coded parts of the program and change them. But know full well that for each and every parameter you change, all the other numbers in your program can suddenly start to become buggy, resulting in crashes etc.
If you use top down design, you don't have that problem of changes in one subroutine breaking another subroutine. If you've written spagetti code, then you have a big problem when you make a change. But you missed my point completely. I was responding to your suggestion that modders can fix the game. Well modders can't fix it because of the hardcoded stuff, and CA won't fix it because they are serving the new market not the market that comprises the experienced players. CA has stated that the lack of multiple adjustments on fatigue, ammo and morale is intentional, and the reason given is that they don't want to confuse new players. Apparently, they are obsessed with catering to these new players, and you can see why. New players buy the game. New players become experienced players at some point, but they've already bought the game by that time. So, tough luck if after becoming and experienced player you find that ultimately the game is a shallow experience because it doesn't play well. The problem for CA at that point is to deflect the complaints of the experienced players so that those complaints don't lower future sales.
Sv: Re: Sv: Re: AI marketability
Quote:
Originally Posted by Puzz3D
Actually, CA said it was a design decision not a bug. After players started complaining about it and their attempt to surpress that complaining failed, they changed it. I've always wondered whether they said it was not a bug to save face. If it was in fact a design decision, then someone at CA knew about it from the beginning.
But wasn't that term a part of the same post where they explained how they AI was programmed ??
I wouldn't be surprised since that post caused alot of noise but as I said before I think it was a simple misunderstanding.
I think they were simply trying to tell us how the AI was suppose to work.
But since the post took no stance wether there was a problem or not it could seem that they tried to brush it to the side.
Also as soon as they moved to SEGA it became a bug and I wonder why *coughs* activision *coughs*.
Re: Sv: Re: Sv: Re: AI marketability
Quote:
Originally Posted by TB666
But wasn't that term a part of the same post where they explained how they AI was programmed ??
As I recall, they said the AI was reassessing it's options on a reload. I think the problem was that it takes the AI two turns to decide to siege a city. You could find instances of the AI not breaking a siege on a reload, but it was rare.
Sv: Re: Sv: Re: Sv: Re: AI marketability
Quote:
Originally Posted by Puzz3D
As I recall, they said the AI was reassessing it's options on a reload.
Ok then it is the same post I'm thinking of. As I said, think it was a misunderstanding.
Quote:
Originally Posted by Puzz3D
I think the problem was that it takes the AI two turns to decide to siege a city. You could find instances of the AI not breaking a siege on a reload, but it was rare.
In my games it was never rare.
In fact the AI breaking a seige after reload was the rare bit here.
Re: Sv: Re: Sv: Re: Sv: Re: AI marketability
Quote:
Originally Posted by TB666
In my games it was never rare.
In fact the AI breaking a seige after reload was the rare bit here.
Well it was scientifically studied over at TWC, and shown conclusively to affect the campaign. I even checked it myself with fog-of-war turned off. Virtually every AI siege was broken on a reload. AI factions were hindered in their expansion, and MikeB posted that he tested the campaign with the auto-run feature. He wouldn't see the problem testing it that way.
BTW,there was no misunderstanding. Every thread dealing with this at .com was closed or deleted and people threatend with banning. There was a definite attempt to put a lid on this by squashing criticism and declaring that the game was intended to work this way.