![]() |
Re: OT: Recommendations?
Quote:
Production company is A-Sharp, URL is http://www.a-sharp.com/kodp. And remember to think like an Orlanthi, instead of min-maxing or adhering too much to modern sensibilities. |
Re: OT: Recommendations?
Thanks again to everybody who posted! You folks are fantastic. http://forum.shrapnelgames.com/images/icons/icon7.gif
I've actually read a bit about Europa Universalis 2 (I like a lot of the things Strategy First publishes, especially Kohan and Disciples II - while neither game is especially deep, they are intensely entertaining http://forum.shrapnelgames.com/images/icons/icon10.gif ) and I've been itching to try it. Now I'll have to break down and do it. Steep learning curves are not a deterrent to me. I actually love them, because I feel a sense of accomplishment when I finally learn to do something useful. http://forum.shrapnelgames.com/images/icons/icon10.gif [ March 10, 2004, 02:02: Message edited by: fahdiz ] |
Re: OT: Recommendations?
Stars!: http://www.crisium.com/stars/index.html
Quote:
For reference, I didn't like Europa Universalis II (I was so disappointed after all the build-up). In the RTS genre, I consider Kohan (which you've played) much better. And Total Annihilation is still, IMO, the best RTS ever (especially multiplayer). If you enjoyed Kohan you should give it a spin... or Warlords Battlecry II, which is a more traditional RTS than TA or Kohan. |
Re: OT: Recommendations?
Quote:
A better Paradox game would be HOI with the latest CORE mod. HOI still has some fundamental AI flaws that are ingrained in the engine that no amount of modding has been able to fix, but HOI plays more "intelligently" than EU2 by far. The EU2 AI makes a lot of bad decisions (some truly stupendously stupid), and it's simply too easy to win against it. Okay, Bosse, have at me ... http://forum.shrapnelgames.com/images/icons/icon12.gif [ March 10, 2004, 02:12: Message edited by: Arryn ] |
Re: OT: Recommendations?
Quote:
I have and frequently play Warlords BC II. It's great! Unfortunately Warlords IV was a real letdown, coming off the greatness of Warlords III and then going years ahead to...IV. Hardly the update many thought it would be. http://forum.shrapnelgames.com/images/icons/icon9.gif As far as realtime goes, in addition to Kohan, WBC II, Homeworld, and Age of Mythology, I'm somewhat a fan of the (now slightly long in the tooth) Majesty. I also really liked (and still play, on occasion) Sacrifice. [ March 10, 2004, 02:51: Message edited by: fahdiz ] |
Re: OT: Recommendations?
Quote:
Thanks for your comments on the AI...I sure wish there was a demo available, so that I could see for myself. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: OT: Recommendations?
Quote:
|
Re: OT: Recommendations?
Quote:
Comparing the AI for Dom2 and EU2 strikes me as unfair. Dom2 deals with disrcrete situations, that can be allowed to take unlimited calculation time. EU2 deals with fluid "real time" situations, in which limited calculation resources are available. In HOI as in EU2 or Vicky the best results are often achieved by exploiting the fluidness of the situation (That is attacking where the enemy is weak). Often my feeling is that Im dealing with a somewhat slow human, that sometimes doesnt understand the "rules" too well. In Dom2 you can with a high degree of probability determine beforehand where the AI will attack. It is my belief that the Dom2 AI is much weaker than possibly the EU2 one and certainly the HOI and Vicky AI´s. What makes the Dom2 AI adequate is the simpler overall picture (turnbased vs. real time mainly) and the unlimited computing time. On the other hand I will agree that the EU2 AI habit of stacking troops up in heaps and heaps when sieging forts is a big weakness. In the end I see the strengths as more important and the weaknesses as less important than you do. The weaknesses are there to be sure, but there is a difference in viewpoint. So no Im not gonna chew you out, but my conclusions differ http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: OT: Recommendations?
Quote:
Quote:
Even more annoying in EU is not the brain-dead overstacking but the "mouse that roared" syndrome when some piddly little country will suddenly, for no discernable reason, declare war on a "superpower". I see this in Victoria too. |
Re: OT: Recommendations?
Quote:
As you probably well know, very few game AIs are written to scale their computing to the actual processor time on the target machine. Apart from the considerable efforts involved, it would lead to the AI playing differently on different computers. This is not desirable from a support point of view. Rather, they are written such that certain algorithms are processed in a time frame that will likely not cause slow-down on the target machine at the default speed level. It is exactly the same AI algorithms that are executed whether you run slower or faster, but if your computer is below recommended specifications [or if there are particularly many units active, each having to be handled], going slower will make for a more fluid game, and likewise going faster will likely result in a more choppy game performance. An alternative adaptive routine that adjusts to processing power is seldom used elsewhere than pathfinding (where extra nodes may not be necessary, but may present smoother movement, thus not affecting the overall game logic) or the graphics presentation. When writing something to run in perceived real time, processing power is ALWAYS at a premium. It is simply not an option to rewrite your core algorithms to take longer time, if you are already pushing the envelope on your target machine. Otherwise you will make the game run choppy for the target customer, and that is not a smart thing to do. Writing some smarter code, yes, that can perhaps be done, but only if you do not significantly increase the number of CPU cycles it takes to compute. And what makes this different from turn based games, then? Only one thing: the processor time that can actually be allocated to making decisions is typically larger in turn based games and, even better, TBS's typically do not have to devote a large amount of resources to graphics while doing their AI computations. |
All times are GMT -4. The time now is 04:30 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.