Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!wuarchive!udel!princeton!phoenix.princeton.edu!joes From: joes@phoenix.princeton.edu Newsgroups: comp.sys.mac.games Subject: Re: Strategic Conquest 3.0 Message-ID: <6151@idunno.Princeton.EDU> Date: 11 Feb 91 16:07:55 GMT References: <1991Jan31.201929.29859@parc.xerox.com> <1991Feb3.035744.10548@portia.Stanford.EDU> <1991Feb4.004631.5296@Neon.Stanford.EDU> Sender: news@idunno.Princeton.EDU Organization: Princeton University Lines: 17 Although I am a big fan of Delta Tao Software, and I like almost all of the improvements to Strategic Conquest 3.0, I feel that they made a mistake in eliminating the computer's "double production" at the higher difficulty levels. It is true that the new computer opponent algorithim is better. However, it is not nearly good enough to "out think" an experienced human player, even at level 15. AS a general case, I feel that In complex games where a computer opponent has to play by the same rules as the human, the computer *is going to lose*. SSI games are a fine example of this. I don't know why Delta Tao eliminated the doubled (quadrupled, sometimes) production for the computer. But it makes the game considerably less challenging and interesting for veteran players. Joe Studholme