Still Fun but Still This One Issue

I've started playing LH recently after a fairly long absence. I'm really enjoying it (again), and I appreciate the game is still being being updated.

Unfortunately, I saw something I never saw before. A pair of monster Ophidians moved right on top an AI's pioneer unit. It's bad enough monsters never seem to attack the AI but to move on top of an AI unit without attacking?

Oh well. I'm still enjoying the game nevertheless!

 

45,811 views 22 replies
Reply #1 Top

I'm with you, just submitted something similar in the last week or two. It was an AI and a monster army parked on top of each other in strategic.

Although, I also often see a monster chasing an AI pioneer in circles with what seems like no chance to catch it, as they are both moving at the same time.

Reply #2 Top


For me, it's that they still have building rotation disabled, despite the manual placement option being selected. I miss being able to rotate the buildings in order to provide maximum aesthetical value to my cities.

Reply #4 Top

You can have enemy units do that (it happens to your units as well) if a unit is not targeting a unit and the pathfinding doesn't prevent it, this happens.

Basically, the problem here is simultaneous turns.  All units move at the same time.  Because humans are slow, the effect is that everyone else moves at once and the humans at another time.  This results in AI vs. AI sometimes having a hard time targeting the other.  It's not common but it is also not a rare thing either.  It is something we do keep trying to address in updates but it's non-trivial (which is why it's still there).

It's one of the prices we pay for our very very fast turn times compared to other games.

Reply #5 Top

Quoting Frogboy, reply 4

Basically, the problem here is simultaneous turns. All units move at the same time. Because humans are slow, the effect is that everyone else moves at once and the humans at another time.

That is what I've always thought the problem was. Good to hear that confirmed. Hopefully you guys can figure out a solution to this at some point.

 

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Poster formerly known as Leo_In_WI

Reply #6 Top

Frogboy, I appreciate the explanation.

Wouldn't this be a partial solution: If a hungry monster accidentally "stumbles across" potential dinner, he goes ahead and tries to eat?

Reply #7 Top

Quoting coyote303, reply 6

Frogboy, I appreciate the explanation.

Wouldn't this be a partial solution: If a hungry monster accidentally "stumbles across" potential dinner, he goes ahead and tries to eat?

They decide and move at the same time.  They literally chase each other. ;)

Reply #8 Top

Couldn't you make it so if two enemies ended up on the same square, then after all the AI turns have been calculated, initiate a fight?  I guess there is the issue of what happens if three or more armies are on the same square. =)  But I'm sure there is some way of working this issue out.

Reply #9 Top

What Steven said it was I was trying to get at with my last post.

However, here is an even better solution: Run simultaneous movement in two phases. First, all the AI players move. If one of their armies moves onto a monster, combat is initiated; the monster cannot move. Then, monsters all move together. This eliminates AI players and monsters chasing each other.

Reply #11 Top

I also returned resently after a long absence (1.3). The game seems much improved and the commitment stardock has to this game is very impressive. 

 

My biggest problem with the game is the strategic ai. When it declares war it does not always attack and sometimes its cities keep building improvements instead of troops. I wish the AI was more aggressive 

Reply #13 Top

If a solution can't be found within the current paradigm, I would prefer non-simultaneous turns to avoid issues like this.  As it is, the AI gets a noticable advantage, especially on higher world difficulty levels and dense monsters setting, wherein the human has a lot more trouble clearing the landscape of monsters and the AI simply avoids them.  The AI can even settle directly adjacent to lairs containing much more powerful monsters with their single, unguarded pioneer (which also traveled through perilous, monster-infested lands unscathed and un-noticed) with no consequence.


Why have options of higher world difficulty levels and dense monsters if the AI plays by a different set of rules?

Reply #14 Top

Quoting mqpiffle, reply 13

If a solution can't be found within the current paradigm, I would rather have non-simultaneous turns to avoid issues like this.

 

I can't stress enough how much I agree with this. I would *much* rather have longer wait between turns than crippled (that word is perhaps a bit harsh, but it does convey the frustration) AI due to the simultaneous movement.

Reply #15 Top

Quoting mqpiffle, reply 13

If a solution can't be found within the current paradigm, I would prefer non-simultaneous turns to avoid issues like this.  As it is, the AI gets a noticable advantage, especially on higher world difficulty levels and dense monsters setting, wherein the human has a lot more trouble clearing the landscape of monsters and the AI simply avoids them.  The AI can even settle directly adjacent to lairs containing much more powerful monsters with their single, unguarded pioneer (which also traveled through perilous, monster-infested lands unscathed and un-noticed) with no consequence.


Why have options of higher world difficulty levels and dense monsters if the AI plays by a different set of rules?

 

+1

Reply #17 Top

Quoting Primal_Savage, reply 16

Something else to consider in order to solve this issue:

- Wildland Creatures and Wild Creatures generally have no problem getting into fights against each others despite(?) simultaneous movement.

- In general, Wildland Creatures are also much more aggressive than Wild Creatures. I'm pretty sure they catch the AI much more often than Wild Creatures.

 

maybe wildland creatures are less aggressive but they catch because they dont "chase"

if they move same time but target next to each others they fight more often....so maybe its accidental?

Reply #19 Top

Quoting mqpiffle, reply 13

If a solution can't be found within the current paradigm, I would prefer non-simultaneous turns to avoid issues like this.  As it is, the AI gets a noticable advantage, especially on higher world difficulty levels and dense monsters setting, wherein the human has a lot more trouble clearing the landscape of monsters and the AI simply avoids them.  The AI can even settle directly adjacent to lairs containing much more powerful monsters with their single, unguarded pioneer (which also traveled through perilous, monster-infested lands unscathed and un-noticed) with no consequence.


Why have options of higher world difficulty levels and dense monsters if the AI plays by a different set of rules?

 

Yes, please, this.

Reply #21 Top

Quoting Frogboy, reply 4

You can have enemy units do that (it happens to your units as well) if a unit is not targeting a unit and the pathfinding doesn't prevent it, this happens.

Basically, the problem here is simultaneous turns.  All units move at the same time.  Because humans are slow, the effect is that everyone else moves at once and the humans at another time.  This results in AI vs. AI sometimes having a hard time targeting the other.  It's not common but it is also not a rare thing either.  It is something we do keep trying to address in updates but it's non-trivial (which is why it's still there).

It's one of the prices we pay for our very very fast turn times compared to other games.

Yeah, the mid to late game turns on CiV, even on a smoking PC, take forever.   Not fun.  

 

 

 

 

Reply #22 Top


Quoting ls35a, reply 21

Yeah, the mid to late game turns on CiV, even on a smoking PC, take forever.   Not fun.  

 

I personally didn't have such experience on my 5 year old PC. I admit they are longer then in FE, but with no such strange issues.