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Reason: None provided.

I'm glad it's not just me noticing, because I swear in regards to Total War games, with the AI in particular I'm seeing the same fucking design decisions and bugs implemented with each new release. There were even people frequently complaining about the battle map AI. I'm fairly convinced they're still using code from Rome Total War and they've barely changed a thing. They can't fool me with their pathetic re-skinning attempts.

I consider AI to be another major part of game stability because quite often these days the pathfinding can just outright break and make a game barely playable. This problem isn't even necessarily an issue of code either, they just set the navmesh up really badly.

Since you mentioned warhammer the city sieges are a great example of this, they had the units all running along narrow pathways in order to prevent them clipping into cities which is pretty pathetic. It's not as bad in Warhammer titles but it's still clearly there and I wonder if one of the reasons AI doesn't really siege you as much in the campaign map for example is because they know it's broken.

Another one that you have to dig through the forums to find discussions on is Rimworld. Everybody loves that game, but the AI is borked at a certain point and I've found it outright breaking due to them not going and getting food properly. This is basic of basic pathfinding and it doesn't seem to have been fixed which means you're inevitably going to have to micro-manage that stuff a lot to compensate for the bad AI.

I mean for fuck's sake, I haven't played Warhammer 3 but I would not be shocked if even in that game or Pharoah for example the campaign AI even on low difficulties gets infinite stacking cheats to compensate how badly designed the games are.

178 days ago
1 score
Reason: None provided.

I'm glad it's not just me noticing, because I swear in regards to Total War games, with the AI in particular I'm seeing the same fucking design decisions and bugs implemented with each new release. There were even people frequently complaining about the battle map AI. I'm fairly convinced they're still using code from Rome Total War and they've barely changed a thing. They can't fool me with their pathetic re-skinning attempts.

I consider AI to be another major part of game stability because quite often these days the pathfinding can just outright break and make a game barely playable. This problem isn't even necessarily an issue of code either, they just set the navmesh up really badly.

Since you mentioned warhammer the city sieges are a great example of this, they had the units all running along narrow pathways in order to prevent them clipping into cities which is pretty pathetic. It's not as bad in Warhammer titles but it's still clearly there and I wonder if one of the reasons AI doesn't really siege you as much in the campaign map for example is because they know it's broken.

Another one that you have to dig through the forums to find discussions on is Rimworld. Everybody loves that game, but the AI is borked at a certain point and I've found it outright breaking due to them not going and getting food properly. This is basic of basic pathfinding and it doesn't seem to have been fixed which means you're inevitably going to have to micro-manage that stuff a lot to compensate for the bad AI.

I mean for fuck's sake, I haven't played Warhammer 3 but I would not be shocked if even in that game or Pharoah for example the campaign AI even on low difficulties get's infinite stacking cheats to compensate how badly designed the games are.

178 days ago
1 score
Reason: Original

I'm glad it's not just me noticing, because I swear in regards to Total War games, with the AI in particular I'm seeing the same fucking design decisions and bugs implemented with each new release. There were even people frequently complaining about the battle map AI. I'm fairly convinced they're still using code from Rome Total War and they've barely changed a thing. They can't fool me with their pathetic re-skinning attempts.

I consider AI to be another major part of game stability because quite often these days the pathfinding can just outright break and make a game barely playable. This problem isn't even necessarily an issue of code either, they just set the navmesh up really badly.

Since you mentioned warhammer the city sieges are a great example of this, they had the units all running along narrow pathways in order to prevent them clipping into cities which is pretty pathetic. It's not as bad in Warhammer titles but it's still clearly there and I wonder if one of the reasons AI doesn't really siege you as much in the campaign map for example is because they know it's broken.

Another one that you have to dig through the forums to find discussions on is Rimworld. Everybody loves that game, but the AI is borked at a certain point and I've found it outright breaking due to them not going and getting food properly. This is basic of basic pathfinding and it doesn't seem to have been fixed which means you're inevitably going to have to micro-manage that stuff a lot to compensate for the bad AI.

178 days ago
1 score