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#1 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
Location: ,
Posts: 4,613
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Enemies attack you with their units as soon as they make them regardless of your defences, letting you recuperate, instead of mustering as many forces as necessary before the attack like the dumbest human player does. Computer opponents in early Microprose strategy games have all the same personality: Gengis Khan if they're stronger than you, and Gadafi if they're weaker. They didn't choose good spots for their cities, so much that often I abandoned conquered cities so I could re-found them one spot away. And even the pathfinding algorithm responsible to move your own units with the "goto" function failed very often around gulfs. I don't doubt Microprose could have done better, but sadly these games were released before they were really ready.
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Life starts every day anew. Prospects not so good... |
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#2 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Medina, United States
Posts: 978
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Each to their own, but I personally don't think the problem lies so much in poor AI in MoM as in designing a game whose strategic complexity meant the developers bit off far more than computers could chew back in the day. If they'd been able to release MoM as a realtime, pause-able game with the AI thinking while you considered your next move, that would have helped, but I still feel that they really needed far more processing power to get a lot more rule-crunching by the AI done in an appropriate amount of time. (Parenthetically, Chris Crawford carefully kept the strategic complexity of his games down so the AI could handle everything competently, and he was touted for brilliant AI. What made his games fresh and interesting wasn't complexity, but a careful number of strategic elements that mimicked human emotion, and therefore, behavior.) |
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#3 | ||
![]() ![]() ![]() ![]() Join Date: Oct 2006
Location: Asenovgrad, Bulgaria
Posts: 2,532
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![]() Did YOU meet hungry situation?
When your units are starving? Hmmm |
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#4 | ||
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They decided to make a game of epic scope, but the ceiling (I guess) were more the financial side of making it than the machine limitations. Seeing how much bugs they left in the game, the game was finished in incredible haste. In 1.0 they had problems with the sheer game functionality, AI worries being miles away! In 1.2 the enemy stacks started to "not be frozen" on the map. Incredible. It seems that they just could not afford to go on with 1.3 (or they realized how long it would take to make the game AI significantly better in such a complex game). As a good comparative measure of how good / apalling AI is in different Microprose games we may use the "cheating" bonus on Impossible (for X-COM it is not really a comparison, because human player never plays the Aliens): X-COM ............................ 1.4 x normal (stats of the Aliens) - IIRC Master of Orion I ............... 1.6 x normal (research points) - IIRC Master of Magic ................ 3.0 x human research, production... That is quite telling. They had to increase the bonus from 2.0 after version 1.2 was released because the game was still not competitive enough. --- (As for the chess comparison, Moo is much closer to it (it has only X defined clash positions, Y planets to be settled, X*Y possible movements...). And it was much simpler to make a seemingly good AI, with almost no effort. |
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