History ArtificialStupidity / SimulationGames

23rd May '17 4:08:04 PM Aporio
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** Which is why it is a good idea to use blind dwarfs as operator for siege weapons.
29th Mar '17 10:47:08 AM TheNicestGuy
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\n* ''VideoGame/FarmingSimulator 17'':
** You can hire field hands to take over a task for you, freeing you to jump in some other vehicle and do something else. The game does not abstract this; you can stand there and watch the worker run a fertilizer sprayer over your field row-by-row, just as you would have done, in real time. But do ''not'' ask the hired help to plow for you, especially if you have a rather large plow. Plows, you see, are about the only implement in the game whose "working edge" is not a straight line perpendicular to the tractor's heading. Instead, each blade is set behind and to one side of the last, so the plow works a long diagonal. Used properly, the leading edge needs to overshoot the end of the field by quite a bit before a row is done. The A.I. can't seem to grasp this, so it ends each row early and leaves a saw-tooth pattern along the borders. This is forgivable, considering that if your plow is long, and the edge of the field is cramped, doing a proper job with ''natural'' intelligence can be quite a challenge.
** A ''Farming Simulator 17'' map is a small town, with many fields and a network of roads between them. Optionally, you can include civilian auto traffic on the roads, and these are a menace. Not only do they ignore stop signs and speed limits (generally choosing a random speed far lower than the limit), they barely react to a ten-ton combine harvester blocking the road. Doesn't matter how far away they can see it, even if your hazard lights ''and'' a spinning emergency light are on. If they brake with enough time to avoid a collision, you got lucky. And they will never back up. Even if your vehicle is immovably wedged between opposing lanes of traffic, the civilian's answer is to--no lie--lay on the horn. You may be tempted to solve this problem with a forklift, which absolutely works when your own vehicles need repositioning, but don't bother. These cars have one-way physics immunity, and you'll flip the forklift instead. And tragically, even [[VideoGameCrueltyPotential revving a chainsaw outside the driver's window]] does nothing. These guys have nerves of steel.

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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* 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.
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