History Main / NotPlayingFairWithResources

26th Oct '17 11:19:56 AM KaiserYoshi
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** This can also be built into a map using boon-granting events that explicitly only affect computer players, which will apply on all difficulty levels. And of course, if you play such a map on a higher difficulty level, [[UpToEleven the computer will get]] ''[[UpToEleven both]]'' [[UpToEleven bonuses]]. The developers [[LampshadeHanging lampshade it]] in the built-in maps with flavor text like "[=FedEx=] for computer!" that [[EasterEgg can only be seen if you poke around the maps using the editor]].
6th Oct '17 8:44:37 AM SlashCo
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*** In the campaign missions, the AI often has infinite resources (sometimes not even having a refinery) and can simply spam units nonstop until you destroy its production facilities.

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*** In many of the campaign missions, the AI often has infinite resources cash (sometimes not even having a refinery) and can simply spam units nonstop until you destroy its production facilities.base. The only thing that prevents you from being crushed is the scripted nature of the missions, and the fact that the AI doesn't know how to mount a strong attack, sending units towards you in small groups instead.
8th Sep '17 9:38:54 AM GoblinCipher
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** The first one compensates for it's [[ArtificialStupidity laughable AI]] by almost always outnumbering you nearly 2 to 1 with enemy units and properties.

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** The first one compensates for it's its [[ArtificialStupidity laughable AI]] by almost always outnumbering you nearly 2 to 1 with enemy units and properties.
2nd Jun '17 7:33:55 AM Morgenthaler
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* ''AIWarFleetCommand'' has the AI draw resources from a separate pool, where it warps in reinforcements and units.

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* ''AIWarFleetCommand'' ''VideoGame/AIWarFleetCommand'' has the AI draw resources from a separate pool, where it warps in reinforcements and units.
5th May '17 5:13:09 AM Cryoclaste
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* CPU-controlled enemy {{Pokemon}} never run out of PP for their moves in the original Red and Blue games. This was changed in later games.

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* CPU-controlled enemy {{Pokemon}} Franchise/{{Pokemon}} never run out of PP for their moves in the original Red and Blue games. This was changed in later games.
26th Jan '17 8:28:41 AM Morgenthaler
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* An actual evidence of cheating has been found in ''{{StarCraft}}''. There, modders eventually deciphered the files that control AI actions. While most opcodes in them just match normal player actions, they also found codes that will give the AI player instant ore and gas or let it create units out of nowhere. In addition, if you extract the campaign maps and open them in the map editor, you'll see how surprisingly often the AI is helped by scripted game events ("Triggers"). This goes so far that the AI plays with unlimited resources for almost the whole campaign. Those advantages are usually not abused, so the game doesn't become frustrating even despite the cheating.

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* An actual evidence of cheating has been found in ''{{StarCraft}}''.''VideoGame/{{StarCraft}}''. There, modders eventually deciphered the files that control AI actions. While most opcodes in them just match normal player actions, they also found codes that will give the AI player instant ore and gas or let it create units out of nowhere. In addition, if you extract the campaign maps and open them in the map editor, you'll see how surprisingly often the AI is helped by scripted game events ("Triggers"). This goes so far that the AI plays with unlimited resources for almost the whole campaign. Those advantages are usually not abused, so the game doesn't become frustrating even despite the cheating.
4th Oct '16 5:59:03 PM nombretomado
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* In ''{{Eve Online}}'', NPC ships have a fixed 100% capacitor level. [=NPCs=] labelled as mercenaries typically fly somewhat cap-poor Caldari ships shooting very cap-hungry lasers, which they can do ''all day'' if you let them. It also means that energy neutralizers, often quite lethal in [[PlayerVersusPlayer PvP]] combat since they (indirectly) disable the target's armour repairers as well as its weapons, are completely ineffective against them. On the flip side, energy vampires (which steal cap from the target but only if the victim's cap level is higher than yours) always help you (but likewise don't hurt the [=NPCs=]).

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* In ''{{Eve Online}}'', ''VideoGame/EveOnline'':
**
NPC ships have a fixed 100% capacitor level. [=NPCs=] labelled as mercenaries typically fly somewhat cap-poor Caldari ships shooting very cap-hungry lasers, which they can do ''all day'' if you let them. It also means that energy neutralizers, often quite lethal in [[PlayerVersusPlayer PvP]] combat since they (indirectly) disable the target's armour repairers as well as its weapons, are completely ineffective against them. On the flip side, energy vampires (which steal cap from the target but only if the victim's cap level is higher than yours) always help you (but likewise don't hurt the [=NPCs=]).
30th Aug '16 12:20:07 PM Morgenthaler
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* In ''{{Earth 2150}}'', until the latest patch, ''enemy AI units never had to reload'', even though your own units always had to. It was patched because people kept complaining about it, as it's simply unfair, especially im missions with limited resources and/or no Dropzone to get reinforcements.

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* In ''{{Earth ''VideoGame/{{Earth 2150}}'', until the latest patch, ''enemy AI units never had to reload'', even though your own units always had to. It was patched because people kept complaining about it, as it's simply unfair, especially im missions with limited resources and/or no Dropzone to get reinforcements.
20th Jun '16 2:28:08 PM FGHIK
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* ''VideoGame/RiseOfLegends'' does this; high-level computer opponents have access to bonus resource rates and instantaneous micro (Toughest computers instantly construct what they need at the beginning of the game), significant enough to render them unbeatable... if not for their incredibly predictable formulaic AI, which renders them intensely vulnerable to timed strikes during their early expansions. The entire experience is markedly unsatisfactory: either you're too slow and you'll be crushed, or you're fast enough to catch the AI with its pants down and can anticipate a relatively easy victory. Medium-speed players can sometimes find a reprieve in the AI's building patterns: it will, without fail, attempt a balanced unit spread that stands no chance against, say, a Muskets-and-Clockwork mass slam.

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* ''VideoGame/RiseOfNations'' explicitly features this, at first in favor of human players on the easiest and easy difficulties, and later in favor of the AI players on the hard and HarderThanHard difficulties.
* ''VideoGame/RiseOfLegends'' does this; this as well; high-level computer opponents have access to bonus resource rates and instantaneous micro (Toughest computers instantly construct what they need at the beginning of the game), significant enough to render them unbeatable... if not for their incredibly predictable formulaic AI, which renders them intensely vulnerable to timed strikes during their early expansions. The entire experience is markedly unsatisfactory: either you're too slow and you'll be crushed, or you're fast enough to catch the AI with its pants down and can anticipate a relatively easy victory. Medium-speed players can sometimes find a reprieve in the AI's building patterns: it will, without fail, attempt a balanced unit spread that stands no chance against, say, a Muskets-and-Clockwork mass slam.
20th Jun '16 2:23:24 PM FGHIK
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** (That last is particularly ironic, considering just how strongly ''RoL'''s prequel, ''RiseOfNations'', pushed the "a complete part of this balanced strike force" angle.)

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** (That last is particularly ironic, considering just how strongly ''RoL'''s prequel, ''RiseOfNations'', ''VideoGame/RiseOfNations'', the game ''VideoGame/RiseOfLegends was [[SpinOff spun off]] of, pushed the "a complete part of this balanced strike force" angle.)
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