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  #101  
Old January 7th, 2008, 09:37 AM
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I posted that on another thread here:

I just read an article about AI in Gamestar magazine 02/08. It is in German and so I can give here only a summary: AI is bad because most companies make bad planning. They massively underestimate the need of more people designing the AI. Most developers estimate 12 - 24 man months (one man works one month). But it should be 5 times as big! Also AI is introduced lately, mostly too late. When there are problems the game has to be delayed or sold- bugged. Also these firms spent more money in graphics and other things, which are visible as they think, AI does not sell games. So the C&C has still the problem with the harvester driving through enemy bases! Another reason is the risk of delaying if a new problem is found when the AI is enhenced. Now unbalances or problems can appear which might delay the release. And time is money! Small firms might become insolvent when a game is not released.
And that although new huge game worlds need a much better AI.
Another problem appears in the hardware. AI is still using the processor. Thus the firms limit that to 5 % of the works the processor has to do. Although the twice is needed. As there are no AI cards we have to wait until 8 core technology is available.
Additionally there is even yot another problem. There are too few specialists. In some developements there was only one real AI programmer. The others had to learn it, although they needed a complete university degree! In Germany, although leading in AI studies, there are few real game AI programmer as many professors are too conservative and don't want to have anything to do with games. Although that is starting to become better.
IOW even for a Civ V I see not much hope! AI will be a problem for the next years, too.

So it doesn't look that well for Civ V.

Adler
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  #102  
Old January 7th, 2008, 09:41 AM
GeneralJCL GeneralJCL is offline
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Alas, i'm afraid you're right Rocoteh
But civ5 will have better 3D graphics and huge maps with up to 10 cities per nations...
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  #103  
Old January 8th, 2008, 05:14 AM
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Originally Posted by GeneralJCL View Post
Alas, i'm afraid you're right Rocoteh
But civ5 will have better 3D graphics and huge maps with up to 10 cities per nations...
Oh joy. If they want to they can make the AI better nowhere near perfect but better. Of course that will mean assigning prgrammers to work on it and they probably dont feel it will increase sales like pretty 3D graphics.
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  #104  
Old January 19th, 2008, 10:32 AM
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New scenario (Destruction of the Soviet army:1 August 1941) is done!
Gameplay tests are underway
...and a new patch for the mod will be soon available here
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  #105  
Old January 20th, 2008, 04:41 PM
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Quote:
Originally Posted by GeneralJCL View Post
New scenario (Destruction of the Soviet army:1 August 1941) is done!
Gameplay tests are underway
...and a new patch for the mod will be soon available here
Thats great to hear
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  #106  
Old January 19th, 2009, 10:24 PM
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OK, I'm kind of new here, and have kept a nice low profile, and just lurked. I have played this mod and beaten it at every level. It took me 5 turns longer on highest level than lowest level. Of course I've only played it as the Germans....I just can't play the role of the Commies, it goes against every fiber of my being. Anyway, it is a fun scenario; I don't think I know enough about making mods...or even civ really to make any recommendations. I think I'm going to need a human opponent before it will take me more than 50 turns to win.

My Nershmeiser trap worked brilliantly(yet again). I took Leningrad(which I renamed St. Petersburg immediately) by turn 12. I took Moscow before Christmas, and from that point on it was a dogfall. The northern route works every time(so far). I drafted on the first turn, and on turns 5,10,15,20, and 25. I got the AI to trade T-34's for draftable infantry. In the last game I cracked 100 thousand VP, and the comp didn't reach 15 thousand. By turn thirty, I had 75 Pz III, and 200+ infantry(Nershmeisers). PZ IV, and Tigers were nice, but completely unnecessary. I didn't manage my Luftwaffe resources well, I lost my entire bomber fleet(as usual), and even 3 Me-109's (a first). All told I spent a grand total of about 24 hours on this campaign. I usually played only 5 turns a session(because of in-between turn waiting period), but after the fall of Moscow time in between shortened considerably.

I give this scenario 5 stars out of five, and a heart felt "f*ckin-A" to the designer, I will play it again, and again, I'm sure. Maybe even someday from the Bolsheviks side...

so long and thanks for all the fish....

Deo Vindice Veritas,
-Smitty
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  #107  
Old April 11th, 2009, 07:03 PM
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any news on the up date ?
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  #108  
Old April 12th, 2009, 06:49 AM
GeneralJCL GeneralJCL is offline
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It will be a major update with new units, graphism, tech trees, new wonders...

I hope to finish this year but I can not give precise dates for the moment
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  #109  
Old December 16th, 2009, 11:50 PM
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Do you have your translation yet? If not, post your scenario files on atomic gamer http://www.atomicgamer.com/fileManagement.php
and I will translate it for you. Membership to atomic Gamer is free. I use it myself to host my scenarios and large files, up to 2 gig. It is very easy to use.
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  #110  
Old December 17th, 2009, 12:21 AM
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Mike can u fix a link to the update patch in the other thread plz. I got the links for the main files done.
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