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-   -   Questions about AI preformance and bettering it... (http://forum.shrapnelgames.com/showthread.php?t=39785)

LordChance July 27th, 2008 12:56 PM

Re: Questions about AI preformance and bettering i
 
Quote:

Endoperez said:
Have you tried changing the resource setting from new game creation, or starting games in which RanDom has given the AI better-designed pretenders?

Yepp...and changes like it mostly affect the start of the game, only a few nations seems to gain a real strong long time bost, the rest produce chaff a bit better chaff then normal http://forum.shrapnelgames.com/images/smilies/happy.gif

Did a quick test during the moring with a map I'm working on an added a +500 resource site on the startsites and running only 50 on the resource setting...darn getting wiped up by multiple 120+ Saurmatian Catapracts antrophagi archers and sauromatian raiders before third years end felt very nice instead of facing hordes of barbarians http://forum.shrapnelgames.com/images/smilies/happy.gif Had the same effects that changing scales has ultimatly thought working widely diffrent with diffrent nations while all got stronger.



Perfect Gandalf going to run the debug and check if I can find any patterns to when and why the AI buys what http://forum.shrapnelgames.com/images/smilies/happy.gif


Yepp placing the mages where no problem http://forum.shrapnelgames.com/images/smilies/frown.gif well going to go through it tonight if tonights game doesnt drag on to long http://forum.shrapnelgames.com/images/smilies/happy.gif


About nationals and poptypes its all fooling around to see what makes an improvement currently I run tests with only 7 set nations on a heavily modded map so its a controlled enviroment. One experiment so far is making human expansion harder (limiting usefulness of awe/fear) since its where the human player really starts to dominate the AI's.



About the timed events...well somewhere around the 3-4+ yr in most of the mp games with AI's we have run the AI can no longer keep up why because SC and thugs eat up their armies if they are a hundred or seven thousand. It would be interesting if at around that time it was possible to give the AI some possible solutions to such problems in a moderate amount since it rarely produces any by itself.
And it would open up some RPish elements to creating maps which are always fun since the games I play are rarely about balance just a fun and challanging pasttime.


It did just strike me has anyone made some real tests between the diffrent AI models for singleplayer, aggressive seems the better/harder one since its more ready to push early but who knows...


By the way D3 mapmaking and modding is very much exciting because on one hand you seem to be able to do everything and on the other everything but what you really want http://forum.shrapnelgames.com/images/smilies/happy.gif I'll continue the mad experiments tonight http://forum.shrapnelgames.com/image.../firedevil.gif


/Cheers LordChance

Gandalf Parker July 27th, 2008 03:13 PM

Re: Questions about AI preformance and bettering i
 
Quote:

LordChance said:
About nationals and poptypes its all fooling around to see what makes an improvement currently I run tests with only 7 set nations on a heavily modded map so its a controlled enviroment. One experiment so far is making human expansion harder (limiting usefulness of awe/fear) since its where the human player really starts to dominate the AI's.


I have a mini-map I use for tests like this if you dont have one already. It makes it easy to do different terrains and nations, but have them close enough to test against each other in one or two turns. Its here as a "Battle Simulator"
http://www.dom3minions.com/downloads.htm

Quote:

About the timed events...well somewhere around the 3-4+ yr in most of the mp games with AI's we have run the AI can no longer keep up why because SC and thugs eat up their armies if they are a hundred or seven thousand. It would be interesting if at around that time it was possible to give the AI some possible solutions to such problems in a moderate amount since it rarely produces any by itself.
And it would open up some RPish elements to creating maps which are always fun since the games I play are rarely about balance just a fun and challanging pasttime.

Check out this thread...
http://www.shrapnelcommunity.com/thr...31&fpart=1



It did just strike me has anyone made some real tests between the diffrent AI models for singleplayer, aggressive seems the better/harder one since its more ready to push early but who knows...


By the way D3 mapmaking and modding is very much exciting because on one hand you seem to be able to do everything and on the other everything but what you really want http://forum.shrapnelgames.com/images/smilies/happy.gif I'll continue the mad experiments tonight http://forum.shrapnelgames.com/image.../firedevil.gif


/Cheers LordChance

[/quote]

LordChance July 27th, 2008 06:35 PM

Re: Questions about AI preformance and bettering i
 
Poked around in your ideas for the scenario earlier noticed that you asked about AI using custom spells it does...
By chance I made a really mean and cheap spell (was intended as a ritual not a combat spell http://forum.shrapnelgames.com/images/smilies/laugh.gif) and in the following test that AI killed everyone (including me) http://forum.shrapnelgames.com/images/smilies/laugh.gif was a summon spell and likely there is a reason that most in combat spells are resonably bad or cost gems.


Making a themed scenario with events along a mod/change each turn sounds like an interesting idea for a long time game...
Must think of how to apply it in a quicker game where turns take a couple of minutes...perhaps a yearly change...

Perhaps a small side program darn...so many things to try...but I guess I'll go for a early/mid balance before poking around in that after all the AI's reaching end game is a first priorit http://forum.shrapnelgames.com/images/smilies/happy.gif And I do more then enought programing at uni...

/Cheers LordChance out...


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