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Falcorum
Oct 21, 2010
Unit designing where you have multiple viable options to choose from is fine, unit designing where it's just "number go up" or "what colour number do i want" is just crappy busywork.

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Falcorum
Oct 21, 2010
Stellaris for me had the same issue as Beyond Earth, where despite being technically competent, everything felt very 'designed and clinical'.

Falcorum
Oct 21, 2010

Mokinokaro posted:

This is a very nutty take irt 4x games. They're not easy on purpose, it's that they tend to be too complex for an AI script to really handle. Too many moving parts. Even the most grognard 4x games tend to have awful AI.

You're completely right on the Jurassic World games though but Frontier in general makes super casual games outside of Elite.

Complexity is only part of it - although there's certain concepts/best-practices you can use when implementing AI, you'll always need a brand new bespoke AI implementation for your game, there isn't some form of middleware that will help to a level comparable to something like Unity/UE. Even on the level of a Civ 5 -> Civ 6 style sequel, a large number of mechanics changed enough that you'd probably throw away half of what you had previously. That and whoever's working on the AI for a game often has to play catch up with the gameplay designers, since mechanics are constantly being refined and can often change wildly over time.

edit: And as a simpler reason, it's also not a feature that sells so it will always receive less resources. Would be nice if it wasn't the case but :shrug:

Falcorum fucked around with this message at 13:42 on Apr 29, 2022

Falcorum
Oct 21, 2010
The only game that really handled multiple FTL types well was Sword of the Stars anyway :rip:

Falcorum
Oct 21, 2010
SotS2 was the first true 5x because hooboy were you in for a wild eXperience

Asteroids kidnapping Admirals is still the best bug I've seen to this day

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