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  1. #1

    Default Re: Experiment to see how hard game is...

    It sounds to me that your test case got a bit lucky.

    He didn't lose any battles. That's good - very good, in fact. I very rarely lose battles but there are occasions when, due to bad luck or bad planning, I simply find I have a force that is outnumbered and/or outclassed by an AI force. If the AI ambushed a couple of militia units with a half stack of heavy cav and generals, your friend would have lost in most circumstances, no matter how good he is: he couldn't run away and he couldn't have outfought them. So, luck was on his side some of the time, at least.

    He didn't use his princesses or any merchants. Why not? Did he work out that he didn't need them? If so, how?

    What I'm getting at is that, if your friend had been an economist say, rather than ex-military, he might have tried to make use of merchants and to build trade links and his economy. He'd have found the game much more of a challenge as, without knowing about high-value resources and their locations, he'd have struggled to get a good return from his merchants (to begin with, at least). In focusing on building his economy, he'd have found he had less cash in the early stages than was the case through his blitzkrieg approach.

    As you say, he used very little diplomacy. Why? It's there in the game and it can make the whole thing more interesting. Two of your allies go to war: who do you support? One of your allies is threatened by a stronger neighbour: do you come to their rescue? None of these things are essential but they add flavour to the game; by ignoring diplomacy, your friend missed out on all this.

    As Didz said, the game does seem to fail to hold its own when confronted with a capable blitzkrieger. Does that mean its a rubbish game or that the AI is rubbish? No. Because someone with a different approach would have found the game more interesting and challenging.

    Most computer games (most games of any sort, come to think of it) have weaknesses that you can learn to exploit, should you wish. Does that mean they're all failed games? No.
    As the man said, For every complex problem there's a simple solution and it's wrong.

  2. #2

    Default Re: Experiment to see how hard game is...

    Just responding to a few individual points:

    Quote Originally Posted by diotavelli
    The game does seem to fail to hold its own when confronted with a capable blitzkrieger. Does that mean its a rubbish game or that the AI is rubbish? No. Because someone with a different approach would have found the game more interesting and challenging.
    I disagree. Blitzing (AKA Rushing) is a very common occurrence in any strategy game, and if the AI cannot cope with it (and let's face facts, M2TW's cannot) then the AI is, if not rubbish, very weak.

    Quote Originally Posted by diotavelli
    Quote Originally Posted by Sentinel
    I know that by turtling for 50 turns, never blitzing, adopting a host of house rules, I can make the game more of a challenge, but this seems to be the complete opposite to the principle of the game.

    As a leader you are to use your skill and experience to conquer the other factions as efficiently as possible. You should be aggressive and use any weakness in the enemy’s defences to your advantage. Your enemy should be trying to do the same to you.

    This seems to be a misrepresentation of the situation. The game includes a diplomatic and economic element that is clearly intended to be significant. The fact that your playing style doesn't lend you to utilise these elements doesn't mean the game is at fault, necessarily.
    I don't see this as a misrepresentation at all. The most EFFICIENT strategy is the strategy that wins the game the quickest, simple as. It is therefore entirely inefficient to build any non-military unit, as they are simply not needed to win within 50 turns with any faction.

    The fact that a particular playing style makes winning it too easy is regrettable but it doesn't mean the game is flawed.
    I disagree again. Actually, I don't disagree with the statement, but I disagree that it applies to M2TW. M2TW isn't just "too easy"...it is "easy to the point of worthlessness". Big difference. I just cannot lose a campaign unless I deliberately use a very unsound strategy. And frankly I don't feel like I should have to deliberately play badly to have fun.

    I very much doubt they forgot experienced gamers when they made M2TW. It seems they didn't do a good job of preventing blitzkrieg from being too easy a route to victory. That's a whole different thing. Most other approaches are far less easy and so the difficulty levels work well enough.
    Please provide a brief summary of a playstyle that is not deliberately weakened to give the AI a chance that will provide me with even a modicum of challenge. And I do not consider "it takes longer" to be the same as "it is harder".

    Quote Originally Posted by alpaca
    Sacking is just too powerful, it should be dropped altogether or at least the AI should defend their settlements more effectively.
    Totally agreed. This would SERIOUSLY help fix the problem of "Steamrollering" and would add some much needed tactical decision making to the game. (Right now the only choice is "who's next?")

  3. #3

    Default Re: Experiment to see how hard game is...

    Likewise, MTW2 would not be a flawed game if we could play it against 15 other human opponents, in fact it would be absolutely brilliant, the reason it is a flawed game is precisely because it lacks strategic challenge and options.
    Precisely!

    At the very least, people shouldn't be able to gain money from sacking or exterminating cities: it should spread mayhem and destruction and maybe keep their troops free of upkeep for a turn or two, but it's not a huge revenue getter.

    Ideally, it should take a while to assimilate new cities into your empire, so that you can't just blitz your way across the map in 20 turns. You would need to tear down old buildings (which should take time) and rebuild your own, convert them to your faith, and reduce the cultural penalty. This should all take time and someone who didn't take the time should have a nice civil war on their hands :)

  4. #4
    Senior Member Senior Member Dorkus's Avatar
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    Default Re: Experiment to see how hard game is...

    pretty much every TW game has been incredibly susceptible to the blitzkrieg strategy. my two biggest complaints with game design are:

    1. ease of the game for aggressive players

    2. imbalance of units and buildings

  5. #5
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Experiment to see how hard game is...

    imbalance of buildings ?! What, like, "Drill_Square pwnz Fairgrounds all the time on Grassy Plain", sort of thing ?
    Anything wrong ? Blame it on me. I'm the French.

  6. #6

    Default Re: Experiment to see how hard game is...

    Quote Originally Posted by Kobal2fr
    imbalance of buildings ?! What, like, "Drill_Square pwnz Fairgrounds all the time on Grassy Plain", sort of thing ?
    My assumption is that he meant it is too cheap to upgrade towns and castles. If so, I'm inclined to agree. If not, well he'll need to clarify won't he?

  7. #7
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Experiment to see how hard game is...

    (my own guess was that he really meant that "Faction X gets building Y, and Faction Y doesn't", but it's such a minor detail that I just had to make fun of him )
    Anything wrong ? Blame it on me. I'm the French.

  8. #8

    Default Re: Experiment to see how hard game is...

    Megaman 2 is an extremely easy game if you forego the main weapon and use Metal Blades all the time, and there's no reason not to, because it throws power-ups at you like candy.

    You can beat either God of War game by putting all your red orbs into your knives. They level up faster, and you can just destroy everything in the game with ease. You don’t need anything else to beat the game, anyway.

    Building a character with 10 Luck, five in every other stat, and the Jinxed trait will make Fallout 2 an easy, quirky game.

    There has yet to be a Final Fantasy game where you can't just power-level and completely obliterate the last boss in five seconds.

    My point being, if you set out to find flaws in a game's level of difficulty, then you will find them, far more often than not. Every game ever made, regardless of complexity, can be exploited, but you have to chose to do so. Amping up the game's difficulty will never remove this choice, nor will it make it similar to playing against another human being.

  9. #9

    Default Re: Experiment to see how hard game is...

    Quote Originally Posted by Malkut
    Megaman 2 is an extremely easy game if you forego the main weapon and use Metal Blades all the time, and there's no reason not to, because it throws power-ups at you like candy.

    You can beat either God of War game by putting all your red orbs into your knives. They level up faster, and you can just destroy everything in the game with ease. You don’t need anything else to beat the game, anyway.

    Building a character with 10 Luck, five in every other stat, and the Jinxed trait will make Fallout 2 an easy, quirky game.

    There has yet to be a Final Fantasy game where you can't just power-level and completely obliterate the last boss in five seconds.

    My point being, if you set out to find flaws in a game's level of difficulty, then you will find them, far more often than not. Every game ever made, regardless of complexity, can be exploited, but you have to chose to do so. Amping up the game's difficulty will never remove this choice, nor will it make it similar to playing against another human being.
    I (and nobody I know of) am not asking for a game that cannot be beat, I am merely asking for a game that provides some semblance of resistance if I choose to be a bloodthirsty warmonger right from the start. Is that honestly too much to ask? It's blatantly obvious what the AI does wrong so how is it remotely unreasonable to complain until its fixed?

    Edit: As a side note, the game actually FORCES me to blitz on VH because the FUBAR diplomacy will quite literally never accept a ceasefire with me if we share land borders, not matter how much its getting crushed. This mechanic practically forces me to eliminate any faction I war with...sacking as I go.
    Last edited by SoxSexSax; 07-03-2007 at 00:16.

  10. #10
    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: Experiment to see how hard game is...

    Kobal has been so nice as to ID what couple lines need to be changed to make sacking/exterminating less cost effective. I'm wondering if that can be nested inside of an IF of CASE statement that will make both less effective as you increase the diplomatic difficulty.

    NOTE: Military experience doesn't mean that you would be better at this kind of game. Playing strategic games would.

    2nd NOTE: The test subject had one of the easiest factions to learn with as their starting faction. If they had either Venice of the HRE they may have discovered very quicky that blitzing wrong results in you loosing quickly.

  11. #11

    Default Re: Experiment to see how hard game is...

    Quote Originally Posted by SoxSexSax
    I (and nobody I know of) am not asking for a game that cannot be beat, I am merely asking for a game that provides some semblance of resistance if I choose to be a bloodthirsty warmonger right from the start. Is that honestly too much to ask? It's blatantly obvious what the AI does wrong so how is it remotely unreasonable to complain until its fixed?

    Edit: As a side note, the game actually FORCES me to blitz on VH because the FUBAR diplomacy will quite literally never accept a ceasefire with me if we share land borders, not matter how much its getting crushed. This mechanic practically forces me to eliminate any faction I war with...sacking as I go.
    It's not an unreasonable request, it's an unnecessary one. The only 100%, sure-fire way to get the AI to build a big enough army at the start to stop a blitz and still be able to afford it during the money-tight early game is to make them blitz.

    That's exactly what you're complaining about in your edit, though, except that the AI loses, and you didn't.

    I don't see how balancing sacking would help, either. You'd just have to blitz with smaller armies, which can easily be done if you use spies on the cities and don't auto-resolve any of the battles. It still wouldn't be even remotely challenging. If anything, that would put the computer at a disadvantage by limiting a source of starting income.

    Even if they made the AI build huge armies to just set around in their cities and wait for you to come and conquer them, then you’d still find a way to totally annihilate the AI (because it's an AI), and be right back here, complaining about how easy it all is.

    The company's limited resources should be aimed at fixing actual problems in the game, not patching exploits that people could easily avoid simply by not doing it.

  12. #12
    Member Member Derventio's Avatar
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    Default Re: Experiment to see how hard game is...

    Well I enjoyed the generally intelligent discussion here, but it left me totally depressed.
    You see I am a pretty intelligent man (IQ 149) I have an interest and understanding of military tactics. BUT I CANT WIN THIS GAME!
    I'm great at CIV and I beat Shogun but stuff since I suck at.

    Ah well the siege of Dublin awaits ---again.
    If a man speaks and there is no woman to hear---
    Is he still wrong!

    Derventio

  13. #13
    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: Experiment to see how hard game is...

    Marius Dynamite

    I don't think its the programmers who are making the AI do dumb things. I think its the person who's supposed to be generating the spec for how the AI handles conditions that is doing it. I drop it dead in the lap of who ever is supposed to be in charge of the AI team / development. That's the person who has to be shown "Here is what we wan't, not what you are giving us".

    Telling someone "It sucks, fix it" gets interpited as "I'm whining and I've got no clue what I want". That is from sitting on the other side of the table and asking "OK, so show me the problem" and having the other person not be able to. If you can't tell someone how it is broken, give examples of how it is broken, and show what you are looking for, they will NEVER be able to produce what you are asking for.

  14. #14
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Experiment to see how hard game is...

    Quote Originally Posted by Derventio
    Well I enjoyed the generally intelligent discussion here, but it left me totally depressed.
    You see I am a pretty intelligent man (IQ 149) I have an interest and understanding of military tactics. BUT I CANT WIN THIS GAME!
    I'm great at CIV and I beat Shogun but stuff since I suck at.

    Ah well the siege of Dublin awaits ---again.
    Are you kidding me? If the game is really hard for you (and you're pretty intelligent as you claim ) I daresay you never thought about it properly. Once you sit down to figure out how it works it's damn easy (especially the battle part)

  15. #15
    Member Member Didz's Avatar
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    Default Re: Experiment to see how hard game is...

    Quote Originally Posted by alpaca
    Are you kidding me? If the game is really hard for you (and you're pretty intelligent as you claim ) I daresay you never thought about it properly. Once you sit down to figure out how it works it's damn easy (especially the battle part)
    Actually, when I read Derventio's post my first thought was that this demonstrates the difference between having an understanding of history and tactic's and being a game player.

    A gameplayer will work out how to expliot the weakenesses of the game in order to win, an intellient person with an understanding of tactic's will tend to do what historically and logically ought to work and trust the game to reward him for doing the right thing.

    A classic case of too much knowledge being a bad thing.
    Last edited by Didz; 07-07-2007 at 22:47.
    Didz
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  16. #16
    Senior Member Senior Member Jambo's Avatar
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    Thumbs down Re: Experiment to see how hard game is...

    All TW games are easy. The only way to lose a TW game is if the objective is to lose. You see, TW games are unique in that it's actually harder to lose a game than to win.

    I now have my game modded through scripts to give the AI money and city garrisons upon being besieged by the human, and even now I still win 95% of my battles; the ones I lose tend to be from the odd unexpected naval skirmish.

    The problem is incurable. One can endeavour to make the campaign as hard as you can through modding, but ultimately you still win every tactical battle you play. In effect all you're doing is giving yourself twice the number of dough-ball AI stacks to fight. Remember the Hojo "Stack of DOom" from Shogun? The only way to nullify a human player is to bore it into submission through sheer weight of AI numbers and the enormity of time it then takes to complete each turn. ;)

    I remember when CA removed the AI's ability to outspend its money in Shogun. With the Hojo hoarde removed the challenge disappeared immediately. I actually preferred Shogun with the cheating horde, and so did many others once they realised their complaints of "AI cheating" resulted in an easy game.

    On the battlefield there's only ever one winner. The reason for this is the formula for winning on the battlefield is so simple. Shoot missiles as the AI approaches, engage infantry, then once engaged use cavalry to flank and initiate the chain rout. This could be made more difficult to achieve if the AI acted in a similar way. Unfortunately, it doesn't. It likes to charge its cavalry first!

    So, make mental note everybody - don't buy a TW game for a challenge. Buy it for immersion (sometimes), graphics and ... um... fun...

    Edit: It would seem that CA's way of introducing the challenge for Med II revolves around the greatly reduced timescale to complete the campaign. 225 turns instead of 400+ in Rome.
    Last edited by Jambo; 07-11-2007 at 15:49.
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  17. #17
    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: Experiment to see how hard game is...

    Jambo,

    You could also mod the game so that all AI factions are Mongol hordes. They seem to know how to shoot first and charge later!

  18. #18
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Experiment to see how hard game is...

    John,

    I think one of the best ways to make the harder might be to use a script that spawns a Generals unit for the AI every 5 turns or so as long as they're underneath a certain amount cf to their city number. The AI using captains to lead big armies does a lot of harm.
    =MizuDoc Otomo=

  19. #19
    Member Member Didz's Avatar
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    Default Re: Experiment to see how hard game is...

    Quote Originally Posted by Jambo
    So, make mental note everybody - don't buy a TW game for a challenge. Buy it for immersion (sometimes), graphics and ... um... fun...
    Whilst I don't deny that what you say is true, do you really think that its inevitable and can't be fixed?
    Didz
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  20. #20
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Experiment to see how hard game is...

    Quote Originally Posted by Didz
    Whilst I don't deny that what you say is true, do you really think that its inevitable and can't be fixed?
    I'd love to say no Didz, but I really believe the current format of TW games makes them impossible to make difficult per sé. They're just too complex with too many variables to enable competent AI to be designed. Maybe under the "Risk" style of campaign map, as seen in Shogun and Med I, the campaign element could have been made more difficult?

    However, the Battle AI hasn't improved one iota from the days of Shogun and Med I so it's difficult to believe it's going to improve drastically in subsequent titles as the maps, units, etc, get more complicated in design and function.... What I'm alluding to here with respect to Med II is that the complexity of siege warfare has far surpassed the ability to program competent AI to deal with it.

    Where did they go wrong? Well, for starters I believe the more advanced campaign map was a bad move. While there's no doubting that it adds to immersion and realism, I'd argue it's far too complex for the AI. I'd have much preferred a more traditional and simplified boardgame style of map layout; one which has less freedom and the AI can utilise choke points, river crossings, high ground, etc to its full potential. Secondly, the idea of captains... urgh. Why o' why captains? They're the bane of any AI army. All armies should automatically contain a general unit thereby eliminating this particular AI weakness in a oner.
    Last edited by Jambo; 07-11-2007 at 21:44.
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