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Re: calling new modders
Looks like a funny nation. I'd recommend EA T'ien Ch'i call ancestors and Wrath of the Ancestors spells too, as battlefield spells. Keep them at the same research levels as for TC, as they are far from powerful, but they can make death 1 mages more interesting on the battlefield.
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Re: calling new modders
@Squirrelloid
Your notes are interesting. But you might have missed the place where I said this was concerning finding out what the AI uses and how it uses it in order to make more interesting AIs. We already know that what a player would do is not what the AI does. Mostly Im just looking for bulk-AIs at this point for variety. Maybe moving toward a SemiRand extension. But the lessons learned might also lead to someone building a serious AI-opponent modded nation which I would be willing to create a large game on my server for. We already have some general rules such as how the AI needs supplies, and which pretenders to allow it. Now Im trying to get some idea on how it uses its units. Assassins as a site-provided capital-only unit has proven to be good. The AI does use them. After some play with the junk nation such as I listed Im fairly happy. The AI tends to use independents out toward the edges of its domain. And then as I get closer to its capital I find more serious armies, and more use of assassins and mages. It makes for interesting RPG play. It doesnt have to be a winning nation. Just an interesting one (and not kill itself off before I reach it) :) The one I posted is a good model for junk-bulk filling in a really large map and game. But I started to wonder why it continually ranked lower than all of the built-in nations. Does the game have more lines specific to nations than I thought it did (IF Pangaea do this, if Mictlan do this) or is it general AI actions I need to pin down? Now that we all can use --comptrn to see what the AIs are doing we should be able to get an idea of how it decides to build its armies. I did some testing of things such as varying the order that units appear in the recruit screen (mages first, or mounted commanders listed before walking ones) which didnt seem to affect much. I also tried things like listing heavy cavalry multiple times in case some random selection was involved but that didnt seem to help much either. So now it seems that we must only work on what units are being offered. Thanks for the very complete Mage Nation design with unit ID numbers. I will try it out. And a lesser version of it would be a nasty province to stumble into and could be added to the SemiRand program now. |
Re: calling new modders
Wouldn't you want the AI to play more like players? Hmm... disabling all non-mage commander options - now that might be interesting...
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Re: calling new modders
Yes I would want it to play more like human players. But things like "that unit doesnt make sense compared to the other unit" wont make it happen. The AI is pretty set in its ways. Logic doesnt seem to work.
So I guess our best bet is some experimentation to try and find out how we can aid it by giving it or not giving it certain units. Or at LEAST come up with some nation-builds that force it to play differently for variety sake even if we dont improve its abilities. All mages with no recruitable units DOES make a nice change. So far its armies stay low, its provinces arent the lowest on the scoreboard altho not high, and its research it topping the charts. It does seem able to hold out. It will be interesting to see what it does with that summoning bonus later in the game. Maybe armies but it might end up forging lots of equipment and decking out thugs. |
Re: calling new modders
Meh, as EA Aby I recruit a demonbred every once in a while for assasination, scouting, when money's tight.
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Re: calling new modders
For those who would like to download the Many Nations mod and try out their own ideas before posting them, here is one of the things Im doing.
Im playing on a 1500 province map. Im playing Era 1 games and putting in all nations including all of the extra nations. Im using two different icons to run Dom3. One uses these switches: "G:\Program Files\dominions3\dom3.exe" -wacd --comptrn --superhost --scoredump That will host the game over and over and over without stopping to ask you anything. Every once in a awhile I look at the scores.html file in the games directory to see what turn its up to and how the various nations are doing against each other. When I get curious I stop that one, and then use the other dom3 icon without the --superhost switch so I can open the game in player view. This lets me open and look at ANY of the turn files and see what they are doing. It allows me to see what the AI is doing. What its building, what its researching, how its using its armies, etc. I usually play Niefelheim because it holds out best with very little action on my part. |
Re: calling new modders
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Re: calling new modders
I've found that a fun way to play Dominions for a change of pace is to create a nation with 1 recruitable which is the sage unit (Next time I am going to make the only recruitable a philosopher). Using map commands, I place a party of adventurers on the map in a desolate 0 pop province. Then I set the nation starting province somewhere else and make it detached from any other province. I give that province an awesome immobile patrolling unit that also acts as a dominion spreader.
Then I play the game as my party of adventurers trying to decide the outcomes of the AI wars, gaining experience, trying to make it into the hall of fame etc. As I raid provinces, that gives me the only gold income I have. That gold is spent on recruiting independents (prefer stealth because my party is all stealth) which I employee in my raids and quests. Also some of my gold gets spent on my research units back at home to give me new spells or chances to plop down a lab long enough to forge an item or summon a monster. My PD is abysmal and I could never hold a province even with it jacked up to 150. One of the cool things I have learned from doing this is that my home detached province never gets random events, no matter my scales. That tidbit may be handy for future modding. I need to reinstall RanDom and generate some cool provinces for better adventures :). |
Re: calling new modders
Stavis: your Azgeth mod caused the game to crash due to 'bad start site #'
I tried running it with CBM, which may have been the problem, but I didn't think CBM changed many site #s... Can you refer to sites by name, or does it require site# input? I can go look those up... |
Re: calling new modders
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I can't troubleshoot this right now, but if I get a chance I'll see if I can figure out what's going on; in the meantime, you might look for any #newsite 800 lines in other mods you've got enabled? |
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