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GalCiv difficulty levels in gold version

GalCiv difficulty levels in gold version

One of the things we did do during the release candidates is make the game much easier to win on the lower levels. We found that experienced strategy gamers would get creamed even when the AI was set to "fool".

But at the same time, at the medium to higher levels, the AI is much more intelligent than it was in the betas. In fact, the beta GalCiv AI was, well pretty crummy compared to the gold version in terms of intelligence (not saying the gold is "harder" to beat, but that the AI is more intelligent in how it behaves).

In the betas, each AI level simply increased the intelligence rating of the player by say 15 points. Here's the problem we had with that:

You'd play on "normal" and get a challenge and then you'd up it a level and get creamed. So a lot of the extra month of development was spend play testing and adding more difficulty levels.

So now each computer player can indvidually be set to the following difficulty levels:

[IntLevel0] Fool
[IntLevel1] Beginner
[IntLevel2] Sub-Normal
[IntLevel3] Normal
[IntLevel4] Bright
[IntLevel5] Intelligent
[IntLevel6] Genius
[IntLevel7] Incredible

With the corresponding intelligence being 4, 14, 36, 42, 50, 60, 65, 100.

We may tweak these or add more after released based on what you guys say.

So now, you have sub-normal, normal, bright, intelligent and genius quite close together. I have not personally won with all the AI's set to genius on a medium sized map or higher. And incredible is just, well the AI gets lots of extra stuff.

Speaking of extra stuff, how do the resources get handled?

The intelligence ratings do two things: 1) They determine how much money they get from colonies.

So in pColony->CalcTaxesCollected() at the end it gets:
ulTaxes = ulTaxes * (40 + ulIntelligence);

So at intelligence = 60 (intelligent) it's getting the same from a colony as you. At Genius it's getting a bit more. And at incredible, all bets are off.

The other way intelligence matters is that it determines whether the AI is going to a) Do a thorough analysis on what players are doing b) Which AI scripts are available to use, and c) Determines whether the AI is going to do anything about it.

Example:
An AI with intelligence 60 will be able to check out its sensor areas and see if you are building up for an attack, fortifying starbases, trying to culturally dominate it, etc. It will then have to roll to see if it is going to do anything about it. I.e. "Do I recognize this as a threat or am I too dumb to see this?". If it rolls that it is going to recognize the threat then it has to roll whether it's goign to actually do anything about it. And if it is going to do something about it then it rolls to see if it will tell the human player about it (if it's a human player that is the threat).

IF the AI FAILS the roll, the human player gets a message from the AI letting it know it's on to what it's doing. Otherwise it quietly lowers relations and prepares for a war.

If you play on say Genius, and build up star bases and ships in a sector you're planning to attack you'll notice ships from other sectors quietly coming in to fortify. Fighters shadowing your transports. Etc.

But on lower intelligence levels, none of this happens. Which is one of the changes. So when you get the game, on Fool and Beginner you should be able to play the game without getting creamed now. This is different than it was in the beta when fool was = Int 15 and the next one up was 30.
5,931 views 61 replies
Reply #51 Top
Ok Brad,
Genius win submitted. Tiny galaxy, rare planets. Was a bit easy this time as I started closest to 2 planets and therefore had 3 systems. The Yor ended up with 2 and all the rest with 1. I quickly conquered 1 minor who was in range and the rest was history. A cultural win (1 had to conquer the Yor first as they took advantage of a moment of weakness to attack!) Good enjoyable and challenging game. took about 2.5 hours to play.

Paul.
Reply #52 Top
Yea, tiny galaxies are a bit different since there's a real luck situation there.

~SDC~
Reply #53 Top
Put it on incredible and see what happens.

~SDC~
Reply #54 Top
I'll try. I don't rate my chances though!

Paul.
Reply #55 Top
Ok,
suceeded in winning on all AI's at incredible. I'm very surprised with myself. Took about 4 games. All tiny, rare planets. Thought I was a gonner once or twice, especially when both the Drengin and the Yor declared war on me and had battleships against my battle cruisers. Luckily I had seen it coming and was planning fot it. Good game, though the metaverse still manages to mess up the scores. 154 pts for winning on incredible., it seemed to think the AI's were only bright!

Paul.
Reply #56 Top
gonna try a larger map on incred? :)
Reply #57 Top
maybe small next.
Considering how close I came to being wiped out (twice) I don't think I stand a great chance. It took 4 games before I won. Larger galaxies give the incredible AI plenty of room to play. The fewer the number of planets the easier it is to see what the AI is trying to do and counter it. The trick is to keep al lthe AI empires roughly equal. If any empire gets too powerful you're a gonner!

Paul.
Reply #58 Top
Thanks Brad for the 3/6/2003 6:28:48 PM, post.
Clears things up quite nicely. And sounds very logical, yet human. I have been frustraited with the lack of good AI in games for some time. I think that is why dice rolling is so popular. Yet I have always thought that AI would be very easy to develop. Of course I feel the same way about chocolate cake. But till the current time I have no idea what I would actually put in it. Coffie beans?
Reply #59 Top
Simple AI is easy to develop. Great AI is one huge amount of work.

~SDC~
Reply #60 Top
From what I've read above and in the Encyclopedia, at the start of a game the player sets the intelligence and morality of each of the races and of course the human player. As an option, is there any ability to roll the dice such that the combination of race, intelligence, and morality is randomly set by keying off of the player's selections? Maybe a wish list item then?

As a rough example, if the player chose level 5 intelligence, there would be a 100% chance that there was at least one other race also at level 5, a 50% chance of a third being level 5, etc. Then the same with the morality setting. The randomness would also be applied in reverse to allow for level 1 or 2, etc. In this manner, you know at the start that there will be at least one intelligent "equal" with both an unknown identity and an unknown morality. The same would hold true for all other randomly initialized races - who has the smarts and drive, and who doesn't. I was thinking that no race would exceed the player's choice but you could push it and have a 5% chance that some higher level might appear in one of the races.

Just a thought...

AA
Reply #61 Top
You can set the intelligence and/or the morality of each race either directly or by a dice roll. Setting all of the races' intelligences and moralities is not in the game, but sounds like a reasonable suggestion.

Cari? Brad?

~SDC~