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AI Fog of War

I was under the impression that the AI was subject to Fog of War rules when attempting to cast curses like Raise Volcano. However, in my 5.75 game, The Myrran Wizard just used Warp Node (I can tell it's them because of Detect Magic showing it happening on their turn) on half my Arcanus nodes even though they haven't been anywhere near those places, nor have they cast Plane Shift at any point after I opened the first tower, and they haven't opened any other towers either. Is this working as intended? Why can they do this?
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AI scouting applies to city locations on map and diplomacy contact.
Any other kind of scouting never existed in the game and would neither be possible nor practical to add.

Raise Volcano and Corruption technically target tiles but the AI actually picks a valid target city and looks at the tiles around it. So it has to first know where that city is.

Warp Node targets a node. It has no relation to cities whatsoever so it isn't affected by the AI's "known cities" list.
Implementing a node scouting system for this one spell would be overkill.
Maybe for CoM 2 but typically by the time of Warp Node, the AI will have seen most of the nodes on the map anyway (other plane being an exception until they learn plane shift and start spamming troops onto ).

On the upside the AI doesn't use Earth Lore to scout so you can at least keep your cities safe by keeping their troops away.
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(March 29th, 2020, 13:29)Seravy Wrote: AI scouting applies to city locations on map and diplomacy contact.
Any other kind of scouting never existed in the game and would neither be possible nor practical to add.

Raise Volcano and Corruption technically target tiles but the AI actually picks a valid target city and looks at the tiles around it. So it has to first know where that city is.

Warp Node targets a node. It has no relation to cities whatsoever so it isn't affected by the AI's "known cities" list.
Implementing a node scouting system for this one spell would be overkill.
Maybe for CoM 2 but typically by the time of Warp Node, the AI will have seen most of the nodes on the map anyway (other plane being an exception until they learn plane shift and start spamming troops onto ).

On the upside the AI doesn't use Earth Lore to scout so you can at least keep your cities safe by keeping their troops away.

Speaking of warp node, does warp node have diplomatic implications? Because I've noticed that a ruthless wizard who has a wizard's pact with me is the only one in the game to know the spell warp node, yet has never cast it. So I assume it can tell I own the nodes, and is refusing to warp them due to hostility? Oh, and the reason I ask, is because if the ai can already refuse to cast warp node on someone who has a wizard's pact. They should probably also be unable to cast warp node on someone they haven't met yet. Which would cast someone on another plane from casting warp node before planar seal is broken. This wouldn't require extra code, you could just treat wizard's that haven't met each other yet as having 0 hostility? (Although I was 99% sure this was how it already worked.... his complaint seems to indicate it doesn't?)
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Yes, the AI cannot use any curse type spell against players they are not hostile towards. So during a pact, peace treaty or alliance they will never use warp node, spell blast, drain power, or city curses on you.
As the AI has to be hostile to cast the curse, it cannot cast it on players it doesn't know. It's not possible to be hostile towards an unknown player.

His problem is that he met the wizard on the other plane, and that wizard is now targeting his nodes but none of their units ever set foot on the plane.
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