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View Poll Results: What difficulty level do you regulary use?
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Easy
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4 |
3.17% |
Normal
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26 |
20.63% |
Difficult
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35 |
27.78% |
Mighty
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19 |
15.08% |
Impossible
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42 |
33.33% |
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June 18th, 2008, 10:53 AM
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Corporal
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Join Date: Dec 2006
Posts: 148
Thanks: 9
Thanked 1 Time in 1 Post
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Re: Going from Normal AI to Impossible AI...
Many thanks.
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June 18th, 2008, 11:34 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Going from Normal AI to Impossible AI...
Impossible AI with better independents mod can make really good use of sacreds, but only if it has H3 priests [though Divine Bless should have really higher priority]. With all that points it gets and negative scales it take you can meet triple 9 blesses there.
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June 18th, 2008, 11:53 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Going from Normal AI to Impossible AI...
You can meet triple 9 blesses, but you'll also meet big armies of expensive sacreds that the AI doesn't bother to send a priest with. Or Cast bless if it does.
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June 18th, 2008, 02:08 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Going from Normal AI to Impossible AI...
I also did not think the AI needed the score graphs. I suppose I can try playing some more without the graphs and see if there's a perceived difference--although buying decent PD also keeps the AI off your back and I don't think that shows up in score graphs.
Quote:
Endoperez said:
Quote:
Renojustin said:
Wouldn't it be relatively easy to upgrade the AI to the point where it could use sacreds, scales, and supplies, everything really, in a far better fashion? I don't think SP Dominions gets enough love currently.
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Can you do it? At least theoretically? Unless you can, it isn't as easy as you think it is.
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Bear in mind that the "upgrade" has to be smart enough to work with modded units and nations, too. It can't be a bunch of special-casing like "If you're Mictlan, send a priest to bless F9W9 jags but if you're Marverni don't bother blessing your Boar Warriors." You'd need to either *always* bless blessable troops (I actually think that would be a pretty decent fix) or figure out a way to evaluate when it's worth it.
-Max
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June 18th, 2008, 02:24 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Going from Normal AI to Impossible AI...
Quote:
Renojustin said:
Wouldn't it be relatively easy to upgrade the AI to the point where it could use sacreds, scales, and supplies, everything really, in a far better fashion? I don't think SP Dominions gets enough love currently.
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Yeah--I've taken multiple air-breathing items off the AI in a current game. There are no water races in the game!
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June 18th, 2008, 04:35 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Going from Normal AI to Impossible AI...
Quote:
Loren said:
Quote:
Renojustin said:
Wouldn't it be relatively easy to upgrade the AI to the point where it could use sacreds, scales, and supplies, everything really, in a far better fashion? I don't think SP Dominions gets enough love currently.
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Yeah--I've taken multiple air-breathing items off the AI in a current game. There are no water races in the game!
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I would be happy to organize a complete shortlist of AI improvements, if KO and JK have an interest for improving the AI.
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June 18th, 2008, 05:24 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Going from Normal AI to Impossible AI...
Well I know that I have asked for such a list so that the modders and mappers could improve things. But it would tend to be a very different list.
For KO/JK the AI is linear in one section of code. It tends to operate in general rules without alot of "if" code. So it would be something like purchase infantry before cavalry instead of specifying IF Ulm then purchase specific unit before other specific unit. Or consider xxxxxx spell better than xxxxxx spell but not IF pythium or lines like not to cast xxxx spell on xxxxxx specific unit.
But for modding and mapping purposes the specific failures of specific nations can be addressed. Such as the fact that Mictlan tends to kill itself off early in solo games by not providing for its own dominion can be fixed by setting specific pretenders and specific scales.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 18th, 2008, 08:15 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Going from Normal AI to Impossible AI...
Quote:
Gandalf Parker said:
Well I know that I have asked for such a list so that the modders and mappers could improve things. But it would tend to be a very different list.
For KO/JK the AI is linear in one section of code. It tends to operate in general rules without alot of "if" code. So it would be something like purchase infantry before cavalry instead of specifying IF Ulm then purchase specific unit before other specific unit. Or consider xxxxxx spell better than xxxxxx spell but not IF pythium or lines like not to cast xxxx spell on xxxxxx specific unit.
But for modding and mapping purposes the specific failures of specific nations can be addressed. Such as the fact that Mictlan tends to kill itself off early in solo games by not providing for its own dominion can be fixed by setting specific pretenders and specific scales.
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Assuming the code tolerates it I would think allowing modders to raise/lower the priority given various things should help with AI tweaking.
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June 18th, 2008, 09:11 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Going from Normal AI to Impossible AI...
Quote:
Gandalf Parker said:
Well I know that I have asked for such a list so that the modders and mappers could improve things. But it would tend to be a very different list.
For KO/JK the AI is linear in one section of code. It tends to operate in general rules without alot of "if" code. So it would be something like purchase infantry before cavalry instead of specifying IF Ulm then purchase specific unit before other specific unit. Or consider xxxxxx spell better than xxxxxx spell but not IF pythium or lines like not to cast xxxx spell on xxxxxx specific unit.
But for modding and mapping purposes the specific failures of specific nations can be addressed. Such as the fact that Mictlan tends to kill itself off early in solo games by not providing for its own dominion can be fixed by setting specific pretenders and specific scales.
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Sounds like it would be easy to stop the AI from sending pretenders into the arena death match since they have a unique tag.
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June 19th, 2008, 12:07 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Going from Normal AI to Impossible AI...
One really easy (I think...) stopgap solution to the bad AI sp problem would be if we were able to assign greater or less points to all players at the beginning of the game, and then ofcourse switch them to computer controlled-this would also be an interesting handicap feature for MP games.
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