Eternal Warfare

Eternal Warfare

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Ælíð 28 Oct, 2022 @ 6:48am
Cheating AI in FoW
I have a suggestion for an improvement of the AI, which arguably cheats in FoW.

I know that an AI has to take shortcuts, but that is really annoying when playing against medium bots in FoW on a map that has silos for example.

It leads to scenarios where not once has the AI scouted at all or used a power that would reveal locations (as the spy satellite does), but they somehow know where all the high value stuff of me is - units, buildings, doesn't matter. With chirurchical precision I get blasted while the AI chills many, many tiles away.

If at least the AI would shoot at randomized positions then I could accept such behavior, but how it is now it nukes the game fun in FoW at least on maps with silos.

On maps without silos I still have the feeling that the AI cheats. It always finds units nearly immediately without scouting, or it somehow always takes lucky hunches and scouts and then fires. I don't know. In Advance Wars, units in forests were extremely strategic as the AI didn't see them unless running into them or scouting. But in Eternal Warfare, I never get the feeling that the forests actually are of any help when played against the AI.

If I ever wanted cheating AI, I'd use the "Cheater" or "Hard" settings.

I'd like to discuss this further and I hope that my points get understood.
Last edited by Ælíð; 28 Oct, 2022 @ 8:46am
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Showing 1-10 of 10 comments
Space.cpp  [developer] 28 Oct, 2022 @ 6:05pm 
You are correct, the AI in this game is a "All-seeing AI".
The reason for that is because it would be too easy to beat if it had to randomly scout the map.
However, the AI still has to follow the fog of war rule where you need to reveal a tile before being allowed to order an unit to fire there. So, forests and reefs are still valuable, specially if you can prevent the enemy from touching the tiles where your most important units are hidden.

Since you mentioned, I will consider limiting the all-seeing capability on easy and medium difficulty levels.
Thanks for your feedback.
Ælíð 29 Oct, 2022 @ 12:11pm 
Originally posted by Space.cpp:
You are correct, the AI in this game is a "All-seeing AI".
The reason for that is because it would be too easy to beat if it had to randomly scout the map.
However, the AI still has to follow the fog of war rule where you need to reveal a tile before being allowed to order an unit to fire there. So, forests and reefs are still valuable, specially if you can prevent the enemy from touching the tiles where your most important units are hidden.

Since you mentioned, I will consider limiting the all-seeing capability on easy and medium difficulty levels.
Thanks for your feedback.

I understand that AIs have to cut corners, don't get me wrong :).

Thank you for seeing into this for easy and medium.

Do you think you could also look into the silo-issue? Since one can fire them anywhere regardless of discovery, I would appreciate the AI e.g. taking a modest guess and not straight-out knowing my positions. If you need something to test, then the "Nuclear Winter" map is highly recommended. It's nearly unplayable against the AI.

Of course, if the AI happens to have the "Spy Satellite" available, then a "knowing" behavior is acceptable to me.

Also, thanks for clarifying the forest and reefs. Then it appears I've been unlucky with my observations so far and stand corrected.
Last edited by Ælíð; 29 Oct, 2022 @ 12:12pm
Space.cpp  [developer] 29 Oct, 2022 @ 12:41pm 
Originally posted by Ælíđ:
Do you think you could also look into the silo-issue? Since one can fire them anywhere regardless of discovery, I would appreciate the AI e.g. taking a modest guess and not straight-out knowing my positions. If you need something to test, then the "Nuclear Winter" map is highly recommended. It's nearly unplayable against the AI.
Sure, I'm taking a look at it.
Ælíð 30 Oct, 2022 @ 3:53am 
Thanks a lot, I appreciate it! Love to see any news.
Space.cpp  [developer] 10 Nov, 2022 @ 3:04pm 
Update released. Take a look if the medium AI seems fair now.
Ælíð 17 Nov, 2022 @ 1:01pm 
Yes, it appears more fair now, including the silos.

Thanks!
Ælíð 26 Nov, 2022 @ 2:04am 
After many (very fun!) attempts I can confirm that the AI in Medium is tremendously more lenient and fun now - thanks! :)

I don't want to open another topic for this, though:

The AI seems to base-block much, which isn't necessarily bad. However, when you play in teams (that is, you and AIs versus other AIs) it can happen that sometimes the match is not winnable, as the friendly AI keeps base-blocking the enemies' bases. This way, you cannot win as you can't "shoo away" the friends. It is a bit annoying when this happens on the very last building you need to destroy.

Also, the friendly AI seems to enjoy unloading troops on your very own bases, making it equally hard to build anything. I had this happen more than once. This makes sense if the AI is your enemy, but not if it is your friend, as it can't capture or profit from blocking your bases.

I hope you know, what I mean and can reproduce it.

Other than that, great work so far! I really love this game.
Last edited by Ælíð; 26 Nov, 2022 @ 2:09am
Space.cpp  [developer] 26 Nov, 2022 @ 10:58am 
Thanks for reporting. I will look at it.
Space.cpp  [developer] 20 Dec, 2022 @ 2:45pm 
Originally posted by Ælíð:
it can happen that sometimes the match is not winnable, as the friendly AI keeps base-blocking the enemies' bases.
Do you have any saved game with this issue to share?
If not, can you describe a possible way to reproduce it?
Last edited by Space.cpp; 20 Dec, 2022 @ 2:46pm
Ælíð 21 Dec, 2022 @ 12:36am 
Yes, I noticed that I forgot that... I must admit that it is kind of an edge-case.

It is very prominent on maps which consist of isles, the map "(8) Isles" is where I noticed it the most.

I'l try and reproduce it.
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