History ArtificialStupidity / SimulationGames

8th Mar '17 11:21:47 AM nombretomado
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* In all ''MechWarrior'' simulation games this is the only reason the player can win most matches that aren't against [[SuicidalOverconfidence much weaker opponents]]. While you do strategic attacks against specific parts of enemy Mechs to reduce their threat rating in the shortest amount of time and consuming the least heat possible, they'll randomly spray you with often-poorly-chosen weapons at a much slower rate of fire than their heatsinks should allow. This was most obvious in ''MechWarrior 2'', where enemies would spend most of their time walking about while looking at you and only occasionally letting a couple shots loose; fortunately, later games in the series have made it less obvious (though still difficult to ignore).


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* In all ''MechWarrior'' ''VideoGame/MechWarrior'' simulation games this is the only reason the player can win most matches that aren't against [[SuicidalOverconfidence much weaker opponents]]. While you do strategic attacks against specific parts of enemy Mechs to reduce their threat rating in the shortest amount of time and consuming the least heat possible, they'll randomly spray you with often-poorly-chosen weapons at a much slower rate of fire than their heatsinks should allow. This was most obvious in ''MechWarrior ''[=MechWarrior=] 2'', where enemies would spend most of their time walking about while looking at you and only occasionally letting a couple shots loose; fortunately, later games in the series have made it less obvious (though still difficult to ignore).

24th Feb '17 2:24:20 PM Xtifr
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* And talking of Chris Sawyer... the AI in ''TransportTycoon'' was legendarily incompetent at the art of building railroads, frequently levelling entire mountain ranges ([[TheComputerIsACheatingBastard and suffering no ill effects]]), and often spiralling stations several times over while trying to get the ends of a line to meet up. Reportedly, this was due to a compromise between processing time and AI lookahead. Having the AI build from both ends at once, effectively meaning both are aiming for an unpredictably moving target, probably didn't help either.
** Fixed in Open TTD (fan made sequel)

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* And talking of Chris Sawyer... the AI in ''TransportTycoon'' ''VideoGame/TransportTycoon'' was legendarily incompetent at the art of building railroads, frequently levelling entire mountain ranges ([[TheComputerIsACheatingBastard and suffering no ill effects]]), and often spiralling stations several times over while trying to get the ends of a line to meet up. Reportedly, this was due to a compromise between processing time and AI lookahead. Having the AI build from both ends at once, effectively meaning both are aiming for an unpredictably moving target, probably didn't help either.
** Fixed in Open TTD (fan made sequel)
either.
19th Feb '17 9:51:31 AM nombretomado
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* In an example of IfYouDieICallYourStuff taken to the extreme, the infamous ''{{Boatmurdered}}'' LetsPlay features dwarves rushing to loot the possessions of their fallen comrades ''in the middle of an elephant invasion'' and get trampled to death, only for additional dwarves to rush for their loot...(Arguably fixed, as players can set objects of dead dwarves to be automatically forbidden when they die.)

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* In an example of IfYouDieICallYourStuff taken to the extreme, the infamous ''{{Boatmurdered}}'' ''{{LetsPlay/Boatmurdered}}'' LetsPlay features dwarves rushing to loot the possessions of their fallen comrades ''in the middle of an elephant invasion'' and get trampled to death, only for additional dwarves to rush for their loot...(Arguably fixed, as players can set objects of dead dwarves to be automatically forbidden when they die.)
4th Jan '17 6:02:56 AM KhymChanur
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* Prior to the Adventure Mode overhaul, you could receive quests to slaughter demons who had risen from the depths of the Earth and taken control of a civilization. Your quest-giver's civilization, usually. Doing the deed would make said civilization your enemy, including the one who had given you the quest in the first place. One better, the involvement of your companions or the demon attacking other peasants may well start a "loyalty cascade" where everyone starts killing everyone for killing anyone.

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* Prior to the Adventure Mode overhaul, you could receive quests to slaughter demons who had risen from the depths of the Earth and taken control of a civilization. Your From your quest-giver's civilization, usually. Doing the deed would make said civilization your enemy, including the one who had given you the quest in the first place. One better, the involvement of your companions or the demon attacking other peasants may well start a "loyalty cascade" where everyone starts killing everyone for killing anyone.
4th Jan '17 5:59:36 AM KhymChanur
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* [[http://www.bay12games.com/forum/index.php?topic=34188.0 An odd combination of stupidities leads to hilarious results]]: "Ignis promptly starts to spar and get a punctured lung. Instead of being a good wounded dwarf and staying in bed, he promptly walks around the fortress falling unconscious, refusing any medical care whatsoever. This I could tolerate because it meant the idiot would be dead soon and no one would care. After traveling to my royal dining hall in just under a year, he proceeds to grab a plump helmet stew from my nearby food stockpile. He then promptly falls unconscious again and drops his food in the hallway. The stew proceeds to rot and create a gigantic amount of miasma and there is nothing my dwarves can do about it since the stew is owned by Ignis. After waking up half a season later, Ignis, seeing his stew has rotted, proceeds to the stockpile once again to grab some cat biscuits. You can see where I am going with this."

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* [[http://www.bay12games.com/forum/index.bay12forums.com/smf/index.php?topic=34188.0 An odd combination of stupidities leads to hilarious results]]: "Ignis promptly starts to spar and get a punctured lung. Instead of being a good wounded dwarf and staying in bed, he promptly walks around the fortress falling unconscious, refusing any medical care whatsoever. This I could tolerate because it meant the idiot would be dead soon and no one would care. After traveling to my royal dining hall in just under a year, he proceeds to grab a plump helmet stew from my nearby food stockpile. He then promptly falls unconscious again and drops his food in the hallway. The stew proceeds to rot and create a gigantic amount of miasma and there is nothing my dwarves can do about it since the stew is owned by Ignis. After waking up half a season later, Ignis, seeing his stew has rotted, proceeds to the stockpile once again to grab some cat biscuits. You can see where I am going with this."
24th Sep '16 9:56:05 AM Fallingwater
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* In all ''MechWarrior'' simulation games this is the only reason the player can win most matches that aren't against [[SuicidalOverconfidence much weaker opponents]]. While you do strategic attacks against specific parts of enemy Mechs to reduce their threat rating in the shortest amount of time and consuming the least heat possible, they'll randomly spray you with often-poorly-chosen weapons at a much slower rate of fire than their heatsinks should allow. This was most obvious in ''MechWarrior 2'', where enemies would spend most of their time walking about while looking at you and only occasionally letting a couple shots loose; fortunately, later games in the series have made it less obvious (though still difficult to ignore).

28th Aug '16 5:00:58 PM Lopiny
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Added DiffLines:

* An old one related to the above is the fact pathfinding for flying creatures is utterly ''borked''. Creatures regularly [[ForgotICouldFly forget about the fact they can fly]] if there's no ground path to their new location, and will be just as stuck as any other if left with no pathfinding options. Until you actually make the ground path, at which point they ''fly the actual path they should've taken before'' like nothing was wrong.
7th Aug '16 1:17:25 PM erforce
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** The spinoff ''Privateer 2'' had completely incompetent enemy AI. [[WebVideo/TheSpoonyExperiment Spoony]], in [[http://spoonyexperiment.com/2010/03/25/privateer-2-the-darkening-review/ his review]], parked his ship next to an enemy and waited to see how long his unmoving, unacting ship would take to be killed. After half an hour in which the pirate ''once'' managed to wear down the shields, he gave up entirely.

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** The spinoff ''Privateer 2'' ''[[VideoGame/Privateer2TheDarkening Privateer 2]]'' had completely incompetent enemy AI. [[WebVideo/TheSpoonyExperiment Spoony]], in [[http://spoonyexperiment.com/2010/03/25/privateer-2-the-darkening-review/ his review]], parked his ship next to an enemy and waited to see how long his unmoving, unacting ship would take to be killed. After half an hour in which the pirate ''once'' managed to wear down the shields, he gave up entirely.
29th Jul '16 5:08:52 PM Nevermore2002
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** Playing the Combat Simulator in ''VideoGame/XWingAlliance'' can be a nightmare. When you destroy an enemy ship, it will immediately respawn... [[RammingAlwaysWorks and smack right into you]]. If you flown an unshielded ship, you're good as dead and your score will take a huge drop. Moral of the story, disable respawning.

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** * Playing the Combat Simulator in ''VideoGame/XWingAlliance'' can be a nightmare. When you destroy an enemy ship, it will immediately respawn... [[RammingAlwaysWorks and smack right into you]]. If you flown an unshielded ship, you're good as dead and your score will take a huge drop. Moral of the story, disable respawning.
29th Jul '16 5:08:23 PM Nevermore2002
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to:

** Playing the Combat Simulator in ''VideoGame/XWingAlliance'' can be a nightmare. When you destroy an enemy ship, it will immediately respawn... [[RammingAlwaysWorks and smack right into you]]. If you flown an unshielded ship, you're good as dead and your score will take a huge drop. Moral of the story, disable respawning.
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