That's normal debug chat in AI that is only visible while spectating the AI, and it is not seen while actually playing with/against the AI. Chat lines are there to see which rules trigger and when.I was 'spectating' a match between hard and another AI and hard kept spamming with messages like 'increase TS+1 to fight with whole army' and 'ts 15' 'ts 16'.
I'll let Campeador know.Just screencapped some unusual AI behaviour
crusade AI places an unusual lumber camp in the middle of nowhere.
http://i.imgur.com/Jsb5s.png
There is nothing that can be done. AIs need room in order to play well, and they have no control to keep ways clear.The Horde AI has blocked his arena exit with trade and scorps This cost him the game.
http://i.imgur.com/r85Pj.png
Yes, this is an obvious mistake.Khanate flushing in arena...and attacking walls with spears
http://i.imgur.com/72J93.png
Especially with ranged units I prefer my AI to be careful with attacking instead of attempting to straight rush into the middle of enemy's base as they're really weak when caught off guard.Barby: Attacking walls and buildings with archers
http://i.imgur.com/qM816.png
http://i.imgur.com/L1c7r.png
While I don't know what this means, I can inform you that you'll only see those chat messages when observing the game. You will not see them if you're another player.1. in castle, it spammed "TS +1 for barracks" chat over and over again. What is TS, town size? Eventually it said the same for archery ranges and stables.
Yes, the "Computer" will select randomly an AI depending on the settings.I let the AI play a team game on archipelago. I chose the standard AI, I think it will then select one of the available AIs randomly? Some things I noticed:
1. in castle, it spammed "TS +1 for barracks" chat over and over again. What is TS, town size? Eventually it said the same for archery ranges and stables.
2. It didn't build trade cogs, but the team partner did.
3. The AI built transport ships, loaded some units, but it never landed on the enemy territory! One of the enemy AIs did land on my AIs island, but it was a very feeble attempt with only a few mangudais. The AI chatted "attack now (landing)!" and "landing enabled" repeatedly. The handling of transport ships should really be improved, otherwise the AI is useless on many water maps! It should send over vills and military units, and should do so much earlier. Also, transport ships should be filled until full, not just by 2 skirmishers. :D
4. When wood was gone, the AI had 100 idle vills.
5. Dark age and feudal was very impressive and well done.
That is all. Thanks already for the much improved AI!!
3. The control over the AI's ability to use transports is simply terrible. There is no direct command to tell the AI to fill the transport and land on enemy.
Arma said:24 no way to win 1v4 arab
was waiting for someone to say so.. what civs do you use?It's possible to win 1v4 arabia, I've done that, although I may know better what the AIs are going to do
Mayans should do fine.was waiting for someone to say so.. what civs do you use?It's possible to win 1v4 arabia, I've done that, although I may know better what the AIs are going to do
i'm trying with mong/may for now
tried twice, lost both in 50 min =/-
Is that latest UserPatch update addressing this very thing, being able to use transports and do forward building on other islands? :DI think proper ability to use of transports is planned to be added sometime in the future with UserPatch, but right now it isn't a priority. Water maps will always be harder for AIs anyway, and due to archipelago having both connected and not connected islands AIs get easily confused.