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The Computer Is a Cheating Bastard. A. I. s are handicapped. They need to cheat from time to time if they're going to close the gap.. Never get caught cheating.
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Nothing ruins the illusion of a good A. I. This can be a quick- and- dirty method of achieving a . Conversely, arcade versions of games (. If the game looks at the way your characters have been customized and the AI is then given strategies or abilities specifically designed to counter yours, that's not impossible, per se (it's entirely possible that you could encounter a human player with a team that counters yours perfectly!), but it's something that was specifically given to the computer as an advantage over the player, rather than random chance.
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Computers are often prevented from using certain tactics that are open to the player, either because it's . In order to make up the gap and still present a challenge, cheating is required. Ironically, players often think the AI is cheating when it isn't, such as strings of good luck from an RNG that is actually perfectly fair, while not noticing at all the subtle and behind- the- scenes ways that the computer is actually cheating. In fact, some games deliberately manipulate the RNG in the player's favour just to avoid the appearance of cheating. Has nothing to do withadultery. Likewise, one should not accuse the computer of cheating simply because it plays to a computer's natural strengths (lightning reflexes, omniscient knowledgeof the game rules, and so forth), or because you have a single streak of bad luck. Consistent bad luck, however, may be a sign that the computer is using the RNG to cheat.
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On the other hand, some cheats can actually work to the player's advantage, such as with the Rubberband AI or plain old Cheat Codes. Contrast Perfect- Play A.
I. See also The Computer Is A Lying Bastard, Computers Are Fast, Gameplay and Story Segregation, The GM Is A Cheating Bastard, Nintendo Hard, Random Number God, and Redemption Demotion. When In- Universe. AIs have these justified abilities, see The Singularity. The phenomenon making you feel that way is almost definitely confirmation bias, as any of the various people who have done actual testing with hundreds of data points can tell you. This is not a place to complain about enemies that have skills you don't have, or about how unlucky you are and how many times you missed, or about how hard That One Boss is, or how the computer is actually half decent at some of the game's more advanced maneuvers that you happen to suck at. This is only for scenarios where it would be expected for the player and the AI to be on even footing.
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For example, in the campaign of a strategy game, it would be natural for the computer to outnumber you and/or have more resources than you — that's part of the challenge of a campaign. However, in free battle or skirmish mode, a computer starting with more resources than you is usually cheating, since you would expect to be on even footing with the computer (unless you can set what everyone starts with).
They give ways this trope manifests, not specific instances in specific games. Collision also means you slowing down more times than the computer, no matter what. Aversions or subversions should probably be left out as well, since that's (hopefully) the default. Computer controlled ones can sail across the Atlantic with no problem. Try using saves to make sure you always win.
If your win chance is 5. Second fight (after your unit is healed), displayed chance to win is still 5.
Your chances are closer to 2. Winning a third fight in a row is likely to have even worse odds—but the displayed chance to win is still 5.
The question exists, does it work in reverse also? Sacrifice a dozen or so units for a run of good luck?
The displayed battle odds are calculated by the naive method of multiplying each unit's hitpoints by the odds of winning a single round of combat, and using that ratio as the odds of winning the battle. The actual odds of winning, based on the battle mechanics, are much harder to calculate, and can deviate significantly from the displayed odds: your . Once you do them right, though, it becomes clear that the computer isn't cheating in battle, just lying through statistics. Thus winning one round in actuality only reduces the opponent by a certain amount of HP. So while a unit with low life may have a 5. In Civ 3, the computer can see through the fog of war and always attacks the city with the least defense. By moving units just outside of a city faraway, you can trick the AI into marching back and forth without attacking any cities.
The AI can see them all right from the start of the game though, and will make an effort to build cities next to them to give itself an advantage later on. In really rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.
If you have no access to horses and thus decided not to research Horseback Riding for awhile, the computer will do everything in their power to push the technology down your throat while making off with as much of your gold and technology as they can. And you can be sure that the computer will never offer their world map at a halfway decent price unless you've already explored everything they have. While a smart human would know you would find it some dozen turns after you sent that galley off to the side of the map, they wouldn't know when you found and mapped a good portion of the new world with the crazy precision the AI does.
If the player uses nuclear weapons they get a reputation hit with EVERY civilization, even their worst enemies. Your computer opponents? Don't have that problem. On the not- so- nice side, the computer's happiness and maintenance costs are always as though the computer were playing on Chieftain (. This is pretty obvious; press F9 on the first turn and your civ will already be in dead last for approval. Ever wonder why an AI can expand so much faster than you when you're playing on ? Wonder no more. Also an example of The Computer Is A Lying Bastard since the game implies that Normal is fair.
Or how convenient the placing of things like Oil and Uranium are within enemy territory? That's because all the resources in the game, including future ones that haven't been revealed yet, are pre- determined upon map generation. The AI players know from the get- go where the best resources in the game will be, and settle their cities accordingly. This creates a problem in Gods and Kings if you use a pirate ship to capture the enemy Trireme and then find you can't move it next turn. The devs did this to save on processing resources for consoles, but it's quite annoying to have armies marching out of ANY tile you don't currently have vision of at the moment. The AI uses them like conduits to vomit units into your borders no matter how far away their cities actually are.
An AI with only the Palace can push 3- ring borders just a few tens of turn into the game. Ice abilities are illegal for the battle?
The boss will laugh while casting Blizzaga every turn and the judge will just yellow card him repeatedly. Some other characters are given ribbons, granting them immunity from the law. But since Good Is Dumb, Marche and Cid bust the Judge before he could bestow you with it. Let's not mince words: Judgemaster Cid isn't just a cheating bastard, he's a cheating bastard who enables the rest of your party to be cheating bastards. Cid's most useful ability is hands down Abate, which skips the Judge's turn, allowing you to break any laws you want without any repercussions until the judge's next turn (given that judges average one turn to three turns for every other unit on the field, this adds up to a sizable chunk of the battle). Probably the worst of it is the fourth round in the Brightmoon Tor, where the enemy is given twelve bonus turns, Game Breaker abilities that cost no MP, and massive level advantages that did not exist in the previous stages.
One of these abilities casts Haste and Protect on their entire party, resulting in an approximate minimum of twenty- four bonus turns before you can do anything. In the PSP remake of Final Fantasy Tactics, the Onion Knight job is marked by being able to use any piece of equipment, being unable to use abilities, yet having extremely high stats when mastered. However, in one link mission, you and your partner must defeat a team of master Onion Knights who have a full range of powerful abilities equipped.
They'll hit you back and more than likely screw you over. In GX's Story Mode, however, everything is stacked against you.
In the original, you've got blatant cheating by ALL vehicles on Master mode. All vehicles can go max speed with perfect handling. If you are ahead of them, they are always right behind you, barely off the screen.
On the Death Wind course, it is literally impossible to win with the Golden Fox with speed alone, so you have to block your opponents' way with your rear to pull that off. You can knock the AI off the track into what should be an instant, unavoidable death, and they will literally drive on the air, pass through the guard rails, and continue on as if nothing happened. They take full advantage of this as well, behaving more like deterrents to your survival than actual competitors hoping to win the race.
If you lose sight of them however, they suddenly become godlike and navigate courses perfectly. Even worse is the fact enemy cars can frequently pop up right behind and bump into you. Even if you're in mid- air. F- Zero Maximum Velocity. In the hardest difficulty level, all of the vehicles have a higher top- speed than you do.