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Re: Any AI mods to make it more challenging?
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www.dom2minions.com Im sorry, in other words, Yes. There is no reason that wont work very nicely. And I would gladly offer a directories to collect player created opponents. I can add it to my nightly run so that games are created by adding 1 random Ermor file and 1 random Caelum file and 1 random... well you get the idea. |
Re: Any AI mods to make it more challenging?
Here's what I run as AI (copied together from some notes).. I start them as players, then hand them over. (Haven't checked the points with the latest patches, though.) They do quite well - and would do much better if the AI would build castles ...
It's fairly convenient to create those pretenders, then zip up all the .2h - files in the newlords directory, and un-zip them before starting a new game, so the old player pretender gets overwritten. Would be great to have them created via map commands. Doing a random .map file that adds the AIs (choosing from the precompiled list) would be great. By the way, did you tweak your randomizer to take care of terrain when placing additional troops? __Abysia________________________________ Moloch theme: standard Fire 4, Blood 4 order 3, prod 3, heat 3, growth 1, luck -1, magic 0 DOM 7 Fortified City 50/100 5 left __Atlantis______________________________ Son of the Sea theme: standard Son of the Sea water 4, nature 4 order 1, growth 1, magic 1 DOM 6 kelp citadel 40/100 (80pts) 3 left __Phytium____________________________ Phoenix* fire 4, air 2 order +3, prod +2, growth +2, illfort +1 Dom 6 Castle 40/100 (80pts) 4 left __Man_______________________________ Enchantress Fire2, Air 2, Water 2, Earth 2, Astral 3, Death 2, Nature 2 DOM 3 City 50/100 __Ulm_______________________________ Crone Ceremonial Faith Fire 2, Air 2, Water 3, Astral 2, Death 2, Nature 2 Order +3, Prod +3, Growth +1, Luck -1, Magic -3 DOM 5 Fortified City 50/100 (80pts) 0 left => Titan° Titan Air 9 Order +3, Prod +3, Growth +1, Luck -2, Magic -3 DOM 6 Fortified City 50/100 (80pts) 8 left __C'tis_____________________________ Father of Serpents theme: standard father of serpents Fire 4, Death 4, Nature 4 order +1, prod 0, heat +1, growth +1, luck 0, magic +1 DOM 5 Castle 40/100 (80pts) __Arcoscephale______________________ Shedu standard theme Astral 5, Earth 4 order +1, prod +2, growth +1 DOM 5 castle 30/150 (60pts) 6 left __Caelum___________________________ Blue Dragon standard theme Water 9 Order +2, Prod +1, Temp -3,Growth +1 DOM 6 Fort.City # Ermor ############################### Vampire Queen° Death 4, Blood 4 Order +3, Prod +3, Growth -1, Luck -3, Magic +3 DOM 6 dark citadel 20/350 (40 pts) __Marignon_____________________________ standard theme Baphomet Fire 4, Astral 4 Order +2, Prod +3, Growth +1, Magic +3 DOM 6 Castle 40/100 (80pts) 6 left _Pangea_____________________________ theme: standard Golden Naga* Fire 4, Water 4, Death 4 Order -3, Prod -3, Growth +3, Luck +3, Magic +1 DOM 5 Castle 40/100 (80pts) __Vanheim_____________________________ Allfather Air 4, Water 4, Death 4 Order +2, Prod 0, Temp -1, Growth +1, Luck -1 DOM 7 Castle 30/150 (60pts) __Jotunheim_________________________ Niefelson theme: standard Air 4, Water 5 Order 3, Prod 1, Heat -3, Growth 1, Luck -1, Magic 1 DOM 6 Fort. City __R'lyeh______________________________ Void Lord ?? Water 3, Astral 6 Order +3, Prod +1, Growth 1, Luck -2, Magic +1 DOM 6 Dark Citadel 20/350 (40pts) Mictlan __T'ien Ch'i__________________________ Jade Emporer Air 2, Water 2, Astral 5 Order 2, Prod 2, Growth 1 DOM 5 Fort City __Machaka___________________________ Scorpionking Fire 4, Earth 4 Order 3, prod 2, Heat 2, Growth 1, Magic 1 DOM 6 Fort. City |
Re: Any AI mods to make it more challenging?
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Like many of the projects at dom2minions.com they all ran out of steam from lack of anyone showing any interest in them. One thing I do want to do is change the map generators to use the very nice new VGA quality that Leif gave it. |
Re: Any AI mods to make it more challenging?
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Taking it one step further would be adding a #break_siege command which would allow an independent group inside the castle to try breaking a siege each turn. |
Re: Any AI mods to make it more challenging?
NTJedi, try the Wishlist thread.
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Re: Any AI mods to make it more challenging?
I will be thinking about that AI Pretender idea. A couple of better Pretenders for the AI may also be needed, but that would depend on checking what the AI is good at with her Pretender. For example, a few tests seem to show the AI doesn't use Pretenders in battles, even with an army to back them. But I would expect the AI to use their Pretenders for research at least, where a bonus would likely be welcomed. And so on.
The biggest problem when dealing with the AI is indeed to make it clever rather than powerful. There are not so many ways of making a clever AI for the Users of Dominions, but powerful AIs are very, very easy to make. Since AIs with unbelievable bonuses are unlikely going to be fun, the goal is to strike a balance between "lack of cleverness" and "bonuses to compensate for said lack of cleverness". But I am digressing. Incidentally, does anyone know of a way to fully spy on the AI? The best I can do is cast a free Eyes of God spell, and put as many Astral Windows on the map as possible (giving yourself a *slightly* increased astral gem income helps obviously; these Astral Windows do not Last long enough otherwise). All these spells are cast by free Mystics, who can in turn summon other Astral mages, and so I can watch an AI play without too much problem. However, it doesn't tell me how the AI uses her commanders/research, and so my information is still not too accuracte. Is there a better way to spy on the AI, and is it actually useful to know more about how the AI plays? |
Re: Any AI mods to make it more challenging?
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The closest you can get is to set the parameters the way you want and put the game into a hosting loop for about 50 turns. From your points Im thinking that there might need to be more than one set of gods. Some people totally play beserker SC head-2-head combat. They might want SC gods. And others might prefer to play nation-vs-nation and would rather have reasonable support-role pretenders. Might be worth doing a poll. |
Re: Any AI mods to make it more challenging?
I have some positive feelings the next patch will be excellent too.
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Re: Any AI mods to make it more challenging?
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In a current game (Karan,turn80, very difficult research, 1player, 11 Ai, 4 of them already extinct), the "Father of Serpents" and the "Scorpion King" from the above list are showing up in battles since around turn 40. Sadly, the AI managed to kill both multiple times ... In another game, I'm 67% shure I have seen a Ghost King go sitesearching ... . Definitly the AI uses human rainbow pretenders for research (you can see this from the research graph). Quote:
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Re: Any AI mods to make it more challenging?
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