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-   -   Dominions 2. AI. Suggestions, that how to fix it. (http://forum.shrapnelgames.com/showthread.php?t=16583)

Zerger October 30th, 2003 02:52 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by MStavros:
Okay I decided to make this topic, since the AI is very weak.

As I see, the biggest problems are, that the AI:

1.) isnt recruiting enough units.
2.) is trying to operate with small 'blitz' armies, I never ever seen a bigger AI army in the demo so far.
3.) isnt protecting its provinces very well
4.} isnt making smart strategical moves


Tell me what you think. I think these are the major problems with the Doms 2. AI.

<font size="2" face="sans-serif, arial, verdana">1 - I agree. However some AIs had nice amount of units in some of my games, but all of those were weak units. They were toast against my heavyweight army.

2. - Very true

3. - Hm I don't agree with this. This part is working well. When I leave a province with a small defense force only, the AI always trying to conquer it with a small army, and he is getting it almost every time.

4. - I agree. One of the biggest problem is, that the AI has no counter for any sort of
efficient strategy.


2 main problems with the AI:
* The AI won't recruit an effective army. Mostly it is trying to attack with tiny - mediocre armies.

** The AI has no counter for any sort of
efficient strategy.


Setting indy str to 7++. It helps a bit, that will slow down the human player, but it also slow down the AI. Also I noticed that when I set it to 7, 8 or 9, and I reach the AI, its hellish easy to conquer the AI's provinces, since the AI had killed the indy armies, and propably the forces of the AI are almost totally dead when I reach the freshly conquered provinces.

===>> This won't help at all in anything.

[ October 29, 2003, 12:54: Message edited by: Zerger ]

apoger October 30th, 2003 02:58 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
The main issue is that humans use very focused strategies, compared to the computer that tends to dabble in a bit of everything.

Sadly also (just like Dom I) it looks like the computer doesn't use it's pretender for anything beyond sitting in the capital doing research, casting rituals, and making magic items. It doesn't use the predtender for combat advantage the way a human would. As far as I can tell, it also doesn't use the pretender for site searching (in person).

On the impossible level Illwinter should have hardcoded more focused behavior. Only allowing certain units, certain research, and certain spells to cast. It wouldn't be as good as a human, but could mimic some human behavior.


Hey IW- If you guys want I could come up with a few simple rules for each nation. Perhaps you could code that into a new level of AI.

[ October 29, 2003, 13:06: Message edited by: apoger ]

ywl October 30th, 2003 05:16 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
A scripting language which can handle the game situation is nice on paper. But it's a tremendous task - that's why I put a http://forum.shrapnelgames.com/images/icons/icon7.gif on my comment. So, unless the developers say that they're willing to work on it, or somebody could send them a language spec and preferrable a compiler, it'll be more or less remain just an idea.

It might be fun and easy enough to give the AI different preference to exploration, conquering, etc. But that will only change the weakpoint AI in strategy to something else http://forum.shrapnelgames.com/images/icons/icon7.gif . It wouldn't really solve the major issue here.

Overall, I don't think it's even realistic to expect an AI can play such a complicated game well. But some simple fixes should be able to make the AI more challenging - and we have proposed some.

licker October 30th, 2003 05:20 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Gandalf Parker:
The area of unit selection is really hard to move from complaining to real suggestions. To keep a database of each race and each gaming situation would be extreme. They might as well move the AI to a seperate program so it doesnt slow down the MP play. Many of the people complaining about the AI are playing with independents set at 2 or 3. The strategies and units for such a game would be very different than if it were set in the middle, and that would be different than the high setting. And thats just ONE of the pre-game settings.

OK Ive heard that the AI should not buy cheap units but instead buy a "real army". So insteadof figuring out how to get the most units with the least upkeep (patrolling strtegy) they should buy the most expensive? That would lead to armys of hvy cavalry, which I guess isnt too bad.

Personally I think an AI best bet is to buy everything. Start at the cheapest and buy 1, move up thru the choices then start over. They would reach a point of not being able to buy another hvy cavalry or elephant or hydra and would use up the left over amount on cheap troops so they would end up with slightly more lesser troops than expensive ones. But that wouldnt be too bad.

What about leaders? How do you make sure the AI buys a mix of leaders? It has no memory so it cant say "I bought this Last time and now need to buy this". Hmmmm well actually it might be able to fake that. If turn number divides by 5 evenly then buy the most expensive leader THEN buy troops. *sigh* still not great but maybe it would be better?

<font size="2" face="sans-serif, arial, verdana">Certainly the AI can look at its army composition at the start of its turn (units and leaders) and build appropriately no? Say it sees a deficiency in heavy troops, or mages, it can start building those troops until its reached its equilibrium level. This is sort of the approach MoO3 used actually for fleet compostion, it was moddable and eventually the modders were able to 'force' the AI to build more intelligent fleets by changing the ratios of scouts to beams to missiles...

I don't see why this wouldn't work for Dom as well. You'd have a list of commander types (maybe also broken down into magic types for different mages) and a list of unit types (classes rather than specific units so indies fit in). Then a weight is assigned to each type, a crude example for just infantry could be:

LI: 25%
MI: 50%
HI: 25%

So the AI would look at its current army and see that it had only 10% LI, then it would build more LI to get the ratios set. Something like that should be made external so that modders can tweek away to their hearts content. In fact you can use lists like that to control many aspects of AI choices, you can do it for magic, artificing, recruiting, summoning, ... and have master matricies to control the embedded ones...

That's what I'd like to see anyway http://forum.shrapnelgames.com/images/icons/icon7.gif

licker October 30th, 2003 05:37 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by ywl:
A scripting language which can handle the game situation is nice on paper. But it's a tremendous task - that's why I put a http://forum.shrapnelgames.com/images/icons/icon7.gif on my comment. So, unless the developers say that they're willing to work on it, or somebody could send them a language spec and preferrable a compiler, it'll be more or less remain just an idea.

It might be fun and easy enough to give the AI different preference to exploration, conquering, etc. But that will only change the weakpoint AI in strategy to something else http://forum.shrapnelgames.com/images/icons/icon7.gif . It wouldn't really solve the major issue here.

Overall, I don't think it's even realistic to expect an AI can play such a complicated game well. But some simple fixes should be able to make the AI more challenging - and we have proposed some.

<font size="2" face="sans-serif, arial, verdana">It would change the AI weakpoint to what exactly? Certainly if you think the AI is weak in many areas, improving some of them is worthwhile, it doesn't make the unimproved areas any weaker, other than on a reletive scale.

The easist thing to fix in the strategic AI is probably the unit balance within a nation. I would guess that if that were fixed (or made moddible to let the modders play around with it) other defiencies would be less obvious since the main hanicap of not fielding competative armies would be gone.

I'm sure it's a deeper issue than we touch on though, only the Devs can tell us what is realistically possible. We are just presenting different ways to look at the problem. (I hope http://forum.shrapnelgames.com/images/icons/icon7.gif )

Mortifer October 30th, 2003 07:13 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Well if you ask me, separating various AI scripts sounds very good, however it would work? I have no idea, I am not an AI scripter.
The devs will know that this is a good idea or not.

Once again, the first and biggest problems are that the AI tends to use weak or mediocre units, also bigger AI armies are very rare. (in the demo)


I have a question: the AI is casting rituals in a proper way? IE. Is it summoning creatures and enlist them in his armies? Perhaps Beta testers could answer this?
(I barely saw summoned creatures in the AI armies in the demo)

-Storm- October 30th, 2003 09:55 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Hey, maybe JK should comment these AI suggestions. He coded the AI... http://forum.shrapnelgames.com/images/icons/tongue.gif

licker October 30th, 2003 10:21 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by -Storm-:
Hey, maybe JK should comment these AI suggestions. He coded the AI... http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">Yep it would be nice for a Dev to step into this thread and give some reaction. Though depending on how much of the AI is hardcoded it may be difficult to really effect the types of changes suggested here...

MythicalMino October 30th, 2003 11:07 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
ok, here is a report on my current game...

Playing the Aran map, Indeps set to 4 strength. 5 other AI's, 3 Easy, 2 Normal...I am playing as C'tis (Miasma theme)

Caelum just attacked me with about 30 troops...the make up of the troops:

Wingless (had several of these)
Blizzard Warriors (Several of these)
Spine Horn Warriors (had several of these also)
1 Wyvern
Seraphine
Caelian Infantry
1 Temple Guard
also, they were attacking with their Prophet

In another border province, they have about 20 troops, mostly made up of Spire Warriors, and they have a Wyvern there also.


On my other border, Michtlan is making their move i think, against me:

110 Troop army:

made up of Warriors, Slaves, Sun Warriors and several Fiends of Darkness

They are placed as 4th place in Army Size. 3 other AI are ahead of them. Michtlin is a Normal AI, Caelum is easy AI.

Anyways, there is my report for this game....what i have seen so far....I have come across several times 20+ armies on my borders, but they pull their troops elsewhere...possibly to fight on another border with another nation? IT would seem....cause the AI's are losing/gaining provinces quite a bit...

Gandalf Parker October 30th, 2003 11:17 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

originally posted by licker
I don't see why this wouldn't work for Dom as well. You'd have a list of commander types (maybe also broken down into magic types for different mages) and a list of unit types (classes rather than specific units so indies fit in). Then a weight is assigned to each type, a crude example for just infantry could be:
LI: 25%
MI: 50%
HI: 25%
So the AI would look at its current army and see that it had only 10% LI, then it would build more LI to get the ratios set. Something like that should be made external so that modders can tweek away to their hearts content. In fact you can use lists like that to control many aspects of AI choices, you can do it for magic, artificing, recruiting, summoning, ... and have master matricies to control the embedded ones...

<font size="2" face="sans-serif, arial, verdana">Seems simple and workable. On the other hand, lets pick one race and try to write it all out. Ulm should be simplest. It has a cheap and expensive Version of each of its units which is nice. But I suspect that anything we come up with to "fix" this will amount to fixing it for the indep 2 games people are playing (fast player conflict) and will need fixing again for 4, 6, 8. Then for levels of magic research, and levels of resources, etc. Im thinking that this level of "thinking" might end up being equal in size to the game now (Ive run into this problem before).

Gandalf Parker October 30th, 2003 11:23 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
originally posted by cbeller
Quote:

Anyways, there is my report for this game....what i have seen so far....I have come across several times 20+ armies on my borders, but they pull their troops elsewhere...possibly to fight on another border with another nation? IT would seem....cause the AI's are losing/gaining provinces quite a bit...
<font size="2" face="sans-serif, arial, verdana">Ive seen that. Im just guessing but it might be a simple way of providing some "smarts" to the AI. He moves the big army around inside his borders. If he kept it still Id be able to plan better. And many times Ive moved on a province of his that I thought was clear only to meet his big army head on.

It would probably work better if he had more armies, a variety. Maybe kept up with the number of provinces he had such as armies=provinces/5

licker October 30th, 2003 11:30 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">originally posted by licker
I don't see why this wouldn't work for Dom as well. You'd have a list of commander types (maybe also broken down into magic types for different mages) and a list of unit types (classes rather than specific units so indies fit in). Then a weight is assigned to each type, a crude example for just infantry could be:
LI: 25%
MI: 50%
HI: 25%
So the AI would look at its current army and see that it had only 10% LI, then it would build more LI to get the ratios set. Something like that should be made external so that modders can tweek away to their hearts content. In fact you can use lists like that to control many aspects of AI choices, you can do it for magic, artificing, recruiting, summoning, ... and have master matricies to control the embedded ones...

<font size="2" face="sans-serif, arial, verdana">Seems simple and workable. On the other hand, lets pick one race and try to write it all out. Ulm should be simplest. It has a cheap and expensive Version of each of its units which is nice. But I suspect that anything we come up with to "fix" this will amount to fixing it for the indep 2 games people are playing (fast player conflict) and will need fixing again for 4, 6, 8. Then for levels of magic research, and levels of resources, etc. Im thinking that this level of "thinking" might end up being equal in size to the game now (Ive run into this problem before). </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't know if its as large of a task as you make it out to be http://forum.shrapnelgames.com/images/icons/icon7.gif

There would be a series of matricies, and it would be a bear to optimize them, but if they are moddable... then we can count on the relentless fans tweeking their fav nations to get them to be kick *** wicked http://forum.shrapnelgames.com/images/icons/icon7.gif

As to the differences in game settings... I agree completely that these need to be factored in, but I don't think its that hard to do. You have a matrix for the game settings with 'correction' values to the national matricies. Or you may have a game setting matrix for each nation (though some nations are similar enough...).

What I think we would find if we did this is that there are indeed preferable units for nearly all situations, especailly when we are dealing with shades of grey in Ulm Infantry, in fact this would give the AI a boost as it wouldn't be tempted to use inferior units (slight though the difference is) as a human would be.

I'd still like to hear from the devs is such a system is at all possible before I devote any more time to specifics. Though if others want to take a nations unit roster and break it down go for it. Remember that the %s should differ depending on what the goal of the nation is (magic, might, dominion, ...) also modified by the available richness of provinces, income, ... its alot of tables, or inputs, but its not that hard to do (I think http://forum.shrapnelgames.com/images/icons/icon12.gif )

Gandalf Parker October 31st, 2003 02:12 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I would love to see a scripting language for AIs. Ive said since before Dom 1 that games like this should have one but its probably just my MUD background talking.

It would be great to have player-made scripts. For some that would mean that the great players could create smart scripts for their favorite race so that we solo players could play "them" without playing MP. Or at least get a feel for how we would do against their tactics (a script cant be as good as a player). Of course some scripts would suck but for me (Fanatic of Random) that would be fine also. We could have scripts for playing styles of barbaric horde, home defender, slow careful expander, diplomatic, backstabber, aggressive expander, comes in waves, elite units only, etc etc etc. Then I could write a script to randomly select from the pile for each game (I love it). Player-made scripts will always allow far more variety than one set of programmers straining to think in styles different than they wouild play themselves. OR at least (as it has in some other games) it lets them say "we gave the players the means and they didnt do anything with it".

The problem is that the variables and hooks needed for such scripting to work usually has to be written into the game from the beginning.

[ October 30, 2003, 12:14: Message edited by: Gandalf Parker ]

Gandalf Parker October 31st, 2003 02:30 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
The area of unit selection is really hard to move from complaining to real suggestions. To keep a database of each race and each gaming situation would be extreme. They might as well move the AI to a seperate program so it doesnt slow down the MP play. Many of the people complaining about the AI are playing with independents set at 2 or 3. The strategies and units for such a game would be very different than if it were set in the middle, and that would be different than the high setting. And thats just ONE of the pre-game settings.

OK Ive heard that the AI should not buy cheap units but instead buy a "real army". So insteadof figuring out how to get the most units with the least upkeep (patrolling strtegy) they should buy the most expensive? That would lead to armys of hvy cavalry, which I guess isnt too bad.

Personally I think an AI best bet is to buy everything. Start at the cheapest and buy 1, move up thru the choices then start over. They would reach a point of not being able to buy another hvy cavalry or elephant or hydra and would use up the left over amount on cheap troops so they would end up with slightly more lesser troops than expensive ones. But that wouldnt be too bad.

What about leaders? How do you make sure the AI buys a mix of leaders? It has no memory so it cant say "I bought this Last time and now need to buy this". Hmmmm well actually it might be able to fake that. If turn number divides by 5 evenly then buy the most expensive leader THEN buy troops. *sigh* still not great but maybe it would be better?

Aristoteles October 31st, 2003 02:53 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I like the idea of this kind of scripting.

Another problem: The AI is sending in his pretenders to fight in the Arena. I think it should send in commanders instead of pretenders.

Forts and castles: I sorta agree with this, in the demo the AI didnt built a single one. Maybe 1 or 2 in like 6 games.

Strategic AI: I am sure that it can be improved but it will need precise scripting, also propably lot of time.

DominionsFan October 31st, 2003 04:47 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Yeap. It seems, that the Dominions 2 AI love to use these worthless units. http://forum.shrapnelgames.com/images/icons/icon9.gif
Ok they are not worthless, but without good units and monsters, those armies are very very very weak, compared to the elite human armies. http://forum.shrapnelgames.com/images/icons/icon9.gif

licker October 31st, 2003 05:03 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I think its hard to tell from the demo how effective the AI is with units. The game settings do make alot of difference. I still think the discussion and suggestions in this thread are valuable, and I wish a dev would deign to let us know how things are currently set up.

I had some time to fool around Last night and I was playing with Indies at 6 or 7 (can't remeber exactly) with all nations on normal or difficult on the bigger map. Anyway, by turn 10 I had expanded or scouted to other nations borders (not surprising as the map was crowded), by turn 15 I had 4 nations declare war on me, though only one was actually adjacent to me. I routinely saw armies of 100+ units moving around though, and I managed to catch Marginon's big force with mine (playing Pythem) I slaughtered them, mostly because I had sent in an assassin who picked off a couple of mages (well inquisitors... you know...) and my Arch Therug with 3 slaves doled out some nastyness...

Anyway, a few turns later I regrouped and reenforced and set seige to their capital. The next turn I had to repell a relief army with 8 summer lions and assorted pikeneers and x-bows. I beat them back, but it wasn't clean... So the AI does seem capeable of using summons, and it will make bigger armies.

Part of the problem some of you are encountering is probably due to not having enough opponents on a too big map. With a cramped map the AI is forced to consolodate more (though it could still probably use some tweeks to the units it recruits). In the next 20 turns of this game it will be interesting to see what the other nations who declared war on me do, 2 more of them now have provinces boarding mine, and if I can't finish of Marg quickly I may have to recall that beseiging army to deal with other threats. All in all this game has been entertaining, at least for the short duration it's Lasted.

Again though, there is alway room for improvement of the AI, I hope that the discussion in this thread is not being ignored http://forum.shrapnelgames.com/images/icons/icon7.gif

-Storm- October 31st, 2003 05:22 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I am sure that we are NOT ignored, but IW tends to don't reply usually. http://forum.shrapnelgames.com/images/icons/icon7.gif It is all cool, it is good enough, if they are READING our suggestions at least.


I have a very good idea. Well hopefully it is a very good idea.

So we all know about the debug mode, and that we can pass the control to the AI.
What about adding a special debug mode.

Special debug mode:
((
1. make a god
2. set up a game
3. let the AI control our nation
))

-->>
We will be able to see the actions of the AI. That would be awesome. Than, it would be lot easier to post suggestions about the AI. {{Now, after you've gave the control to the AI, the game will quit.}}

What do you think? [I hope that this is possible.]

[ October 31, 2003, 15:26: Message edited by: -Storm- ]

Mortifer October 31st, 2003 05:43 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Man, that is an excellent idea! If we could see the "moves" made by the AI, after each and every turn....that would help hella lot!
Seriously I love this idea. http://forum.shrapnelgames.com/images/icons/icon6.gif

licker October 31st, 2003 05:50 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
It is a good suggestion, as would be some form of autoplay, where the Comp would run for a set number of turns and then allow the user to view the contents of every province.

That way you could set different nations to different levels and get a better feel for how well each nation is tuned rather than just watching one nation at a time.

MStavros October 31st, 2003 06:30 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Indeed. Good suggestion.

HJ October 31st, 2003 07:31 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
And the suggestion about special debug mode is also very useful for trying out/balancing mods.

In any case, yesterday I was playing iron faith Ulm with 5 normal AI opponents, indies on 5, and I've encountered several big armies. On turn 39 Mictlan showed up on my border with an army of 280 men. I know they are not of the highest quality, but still, it's decent size force. Btw, I'm not suggesting that the strategical AI need not be improved (the AI can never be improved enough).

What I found, and I don't know whether other people have noticed as well, is that the AI is constantly moving its armies back and forth in the border provinces. So, if you want to take the province, order an attack when there is an army present - it will leave, and you'll take the province undefended. If you want to wipe out the army instead, attack when the province is empty. And this is almost exclusively the case as far as I was able to see - armies never stay in place on borders to defend them or move unpredictably, they keep on pacing and exploiting is easy because of this. I don't know what's the reason for this behaviour(maybe they are running out of supplies in the border province or something), but it's very predictable, and a possible target for improvement.

MStavros October 31st, 2003 08:27 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by HJ:

What I found, and I don't know whether other people have noticed as well, is that the AI is constantly moving its armies back and forth in the border provinces. So, if you want to take the province, order an attack when there is an army present - it will leave, and you'll take the province undefended. If you want to wipe out the army instead, attack when the province is empty. And this is almost exclusively the case as far as I was able to see - armies never stay in place on borders to defend them or move unpredictably, they keep on pacing and exploiting is easy because of this. I don't know what's the reason for this behaviour(maybe they are running out of supplies in the border province or something), but it's very predictable, and a possible target for improvement.

<font size="2" face="sans-serif, arial, verdana">I had noticed this too. Another AI weakness.

Mortifer October 31st, 2003 09:44 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
280 men? Hm that is a nice little army indeed!

This is so weird. Why the heck the AI won't use that much heavy/elite units??

HJ October 31st, 2003 10:16 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Mortifer:
280 men? Hm that is a nice little army indeed!

This is so weird. Why the heck the AI won't use that much heavy/elite units??

<font size="2" face="sans-serif, arial, verdana">I was saying that Mictlan as a nation doesn't get very strong units. The report said that it was composed of eagle and jaguar warriors in addition to other units, so it wasn't just rabble. I'm just clarifiying, I'm not saying there is no room for improvement.

Mortifer October 31st, 2003 10:42 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Mortifer:
280 men? Hm that is a nice little army indeed!

This is so weird. Why the heck the AI won't use that much heavy/elite units??

<font size="2" face="sans-serif, arial, verdana">I was saying that Mictlan as a nation doesn't get very strong units. The report said that it was composed of eagle and jaguar warriors in addition to other units, so it wasn't just rabble. I'm just clarifiying, I'm not saying there is no room for improvement. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So you had a battle with that AI army?

HJ October 31st, 2003 10:59 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Mortifer:
So you had a battle with that AI army?
<font size="2" face="sans-serif, arial, verdana">Not with that one, it was the Last turn, but I had skirmishes with Mictlan before, and their bulk is somewhat low tech. I encountered eagle warriors, and they're slightly better. Jaguar ones I haven't seen in the field, but they sound like elites... http://forum.shrapnelgames.com/images/icons/icon7.gif The biggest strength for Mictlan I've seen so far are the massed volleys of javelins- those can be really devastating.

Mortifer October 31st, 2003 11:06 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by HJ:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Mortifer:
So you had a battle with that AI army?

<font size="2" face="sans-serif, arial, verdana">Not with that one, it was the Last turn, but I had skirmishes with Mictlan before, and their bulk is somewhat low tech. I encountered eagle warriors, and they're slightly better. Jaguar ones I haven't seen in the field, but they sound like elites... http://forum.shrapnelgames.com/images/icons/icon7.gif The biggest strength for Mictlan I've seen so far are the massed volleys of javelins- those can be really devastating. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Owww. Oh well, the full game is coming soon. http://forum.shrapnelgames.com/images/icons/icon6.gif

DominionsFan November 1st, 2003 12:45 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by -Storm-:
I am sure that we are NOT ignored, but IW tends to don't reply usually. http://forum.shrapnelgames.com/images/icons/icon7.gif It is all cool, it is good enough, if they are READING our suggestions at least.


I have a very good idea. Well hopefully it is a very good idea.

So we all know about the debug mode, and that we can pass the control to the AI.
What about adding a special debug mode.

Special debug mode:
((
1. make a god
2. set up a game
3. let the AI control our nation
))

-->>
We will be able to see the actions of the AI. That would be awesome. Than, it would be lot easier to post suggestions about the AI. {{Now, after you've gave the control to the AI, the game will quit.}}

What do you think? [I hope that this is possible.]

<font size="2" face="sans-serif, arial, verdana">Hell yeah! We need something like this, to test the AI! Devs? Hello?

Mortifer November 1st, 2003 02:14 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I had an interesting game today with the demo:

Indies were set to 9! I couldny expand too fast, and when I conquered a few provinces, I met with the first AI oppoment: Man. The AI [man] had a nice army right near my province. It had 120+ troops, but those units were weak/mediocre, + the army consisted very few "heavyweight" units. Oh and I didnt met with summoned AI units that much at all.

I think Kris posted something about the AI - supply thing. Maybe that is causing the trouble? IE. The AI won't make/summon decent units?

[ October 31, 2003, 12:17: Message edited by: Mortifer ]

LordArioch November 1st, 2003 02:21 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Mictlan doesn't really have heavy infantry. I saw the AI throw big big Groups of troops at me containing warriors (a bit too many without armor) and jaguar warriors, eagle warriors, and sun warriors. Unfortunately I don't think he blessed the eagle warriors which is sad. I don't want to spoil them for you but they're a really cool unit idea. http://forum.shrapnelgames.com/images/icons/icon7.gif For mictlan elite troops are just sacred, only sun are really better armored than standard, and i think they have only 11 prot.

DominionsFan November 1st, 2003 09:46 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Hey, how can you bless your troops? I am new you know. http://forum.shrapnelgames.com/images/icons/tongue.gif

MStavros November 1st, 2003 12:06 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I met with an AI army in my Last game. It had more than 300 units, mostly weaklings of course.
The AI will make bigger armies, however they are weak compared to the human armies.

The AI should be tweaked various ways.

1. The AI is preferring light troops. -> not good. Light troops are very weak compared to the heavy troops. This is why it is so easy to crush the AI.
2. The AI should summon more creatures.
3. The AI should use more assassins.
4. The AI should guard his mages / commanders better.
5. The AI should use better battlefield tactics.

[ November 01, 2003, 10:07: Message edited by: MStavros ]

Wendigo November 1st, 2003 12:06 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Just finished a demo game vs 4 impossible AIs, indeps lv6, relaxed playing: Ermor, Mictlan, Tien Chi & Machaca, killed Mictlan & Machaca before the time ran out.

I agree that the AI builds far too many light troops & militia types, yet this is something that should be easily patched with a resources boost & some hardcoded build orders that require a % of HIs & elites & prioritize national troops over indeps.

I faced some sizeable forces, Tien Chi had around 500 troops at its capitol by the end of the game, I faced also some good summons by the AI: Fiends of darkness by Mictlan & Mech men + Crushers from Machaca. So while there's certainly room for improvement regarding the strategical AI, it is not as bad as the prophets of doom anounce. It's definitely correct for a game of this type.

The tactical AI is even better than in Dom I, it now Groups its troops by type & has them perform with pretty correct scripts. Mictlan Fiends ignored my troops at front and flew over them to hit my mages in the rear.

The tactical spell AI is still great: Machaca managed to kill my Pretender with a good choice of spells when I stormed its capitol (which is something that many human players have failed at, btw).

HJ November 1st, 2003 12:19 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I've seen a good move by the Ai earlier today. I was Abysia, besieging Vanheim capitol. Instead of constantly pouring a few troops every now and then on my besieging army, it seems that the AI waited for the reenforcements to arrive, and then hit me with everything plus sallied forth from the castle. It was a cool fight where my moloch killed his ghost king in one-on-one fight, only to be smitten by a puny dwarf the next turn casting shards from close range - they all hit the spot. And I didn't even manage to catch that dwarf later... Grrr....

Mortifer November 1st, 2003 01:02 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by MStavros:
1. The AI is preferring light troops. -> not good. Light troops are very weak compared to the heavy troops. This is why it is so easy to crush the AI.
2. The AI should summon more creatures.
3. The AI should use more assassins.
4. The AI should guard his mages / commanders better.
5. The AI should use better battlefield tactics.

<font size="2" face="sans-serif, arial, verdana">I agree with these points. Someone had mentioned before, that the AI is always moving with his armies, it wont stand in a province ever. That should be tweaked as well.

DominionsFan November 1st, 2003 04:23 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by MStavros:
I met with an AI army in my Last game. It had more than 300 units, mostly weaklings of course.
The AI will make bigger armies, however they are weak compared to the human armies.

The AI should be tweaked various ways.

1. The AI is preferring light troops. -> not good. Light troops are very weak compared to the heavy troops. This is why it is so easy to crush the AI.
2. The AI should summon more creatures.
3. The AI should use more assassins.
4. The AI should guard his mages / commanders better.
5. The AI should use better battlefield tactics.

<font size="2" face="sans-serif, arial, verdana">Yup, nice listing. If these things would be tweaked! The AI would roxor! http://forum.shrapnelgames.com/images/icons/icon10.gif

Mortifer November 1st, 2003 05:09 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Yet another annoying thing:

I just had a game, and I met with Ulm at turn 12. They had some small, wandering armies.
One of those armies was like this.

-Pretender God [Earth Mother]
-Ulm Cpt
-2 heavy infantry.

I was like wtf! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

I mean what the hell is the point in this AI "maneuver"? If we can call this a maneuver at all!
Of course I've killed his pretender.....

[ November 01, 2003, 15:09: Message edited by: Mortifer ]

Alneyan November 1st, 2003 06:54 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by MStavros:
I try to help:

1. The AI won't be smarter @ higher diff. levels, but it will have more design point to spend. I think thats all. Correct me if there is anything more.

2. I am not a beta-tester, but you can find lot of suggestions, that how to upgrade the AI.

3. That would be a good idea, however I don't think that any of us can script a really good AI.
I guess Dominions AI is lot more complicated than the Space Empires IV. AI. [I am not sure..]
However..who knows.

<font size="2" face="sans-serif, arial, verdana">Thanks for the answers! For the second point, it was not quite a suggestion, but rather a question to see if the AI was merely having troubles in the early game (which is common in other games), or if it was... "generalized". Being attacked by the God alone in the late game would be a bit harder to explain than at turn 12.

I cannot say for sure about the AIs, it depends on the fields I would believe. (You don't have to handle colonization, construction is much easier in Dominions, but you have to program commanders, spell casting and so on)

Aristoteles November 1st, 2003 07:30 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I really would like to see some comments from the developers. What is their opinion about the ideas & suggestions?
http://forum.shrapnelgames.com/images/icons/blush.gif

[ November 01, 2003, 17:30: Message edited by: Aristoteles ]

LordArioch November 1st, 2003 07:52 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by MStavros:

1. The AI is preferring light troops. -> not good. Light troops are very weak compared to the heavy troops. This is why it is so easy to crush the AI.
2. The AI should summon more creatures.
3. The AI should use more assassins.
4. The AI should guard his mages / commanders better.
5. The AI should use better battlefield tactics.

<font size="2" face="sans-serif, arial, verdana">In my normal AI experience (mostly against Mictlan)

1. The AI does seem to overuse light units. IMO, the best way to fix this would be to better balance light troops. AI did a decent job of throwing in jaguar warriors/sun warriors. And Mictlan doesnt really have heavy troops.
2. I've seen the AI cast more blood summons than I have. Mictlan never seems to move without having a few fiends of darkness and assorted demons about. I don't find most summons more than a decent way to spend gems anyway, the low level ones usually don't turn the tide of battles (anymore)
3. The AI assasinated my pretender and a researching mage and made about 4+ other attempts. If anything he should use assasains less since they usually aren't well equipped enough. (pretender died due to bug)
4. This has always been true, but at least removal of attack commanders makes it harder to abuse. Be nice if any commander got 1-2 troops always set to guard. I started doing this to my mages when he started assasinating them.
5. His battlefield tatics aren't ingenious but I have yet to see anything stupid from the AI here. Usually just a general troops go forward archers shoot kind of thing. Not wonderful but general purpose and usually pretty effective.

Gandalf Parker November 1st, 2003 08:29 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I have a suggestion to "fix" the AI. I think the choices of AI should link directly to the next page where the game selections are made.

If easy AI is selected then the next page should default settings such as independents to 2 or 3 so that the tactics used by the AI match the game.

If a hard setting of AI is selected then a default setting such as indeps to 6 or 7 would make it less likely that people would force the AI to play stupidly.

Of course all of the game settings apply, and too bad that map size cant be taken into account also. The other fixes are good also but this might be quicker and sooner plus take care of many of the complaints.

Aristoteles November 1st, 2003 09:50 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
We have lot of problems with the strategic AI.

My list about the strat. AI problems:

1. The AI is massing weak troops
2. The AI wont protect his pretender/commanders/priests/mages
3. The AI wont build forts
4. The AI's battlefield tactics could be better
5. The AI is making very odd things. IE. wandering around with his pretender alone etc.
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.


(((((Feel free to add more, please continue with number 9.)))))))

Zerger November 1st, 2003 11:38 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Aristoteles:
We have lot of problems with the strategic AI.

My list about the strat. AI problems:

1. The AI is massing weak troops
2. The AI wont protect his pretender/commanders/priests/mages
3. The AI wont build forts
4. The AI's battlefield tactics could be better
5. The AI is making very odd things. IE. wandering around with his pretender alone etc.
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.


(((((Feel free to add more, please continue with number 9.)))))))

<font size="2" face="sans-serif, arial, verdana">I agree with this TOTALLY .
Just a question: the developers are keeping an eye on this thread at all? Especially JK, who scripted the AI..??

Gandalf Parker November 1st, 2003 11:50 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Aristoteles:
We have lot of problems with the strategic AI.
<font size="2" face="sans-serif, arial, verdana">Maybe you do. Im still trying to figure that out.
I dont see the problems you are having but then Im not forcing the AI to play its hard-game strategies on easy game settings so that I can rush them while they are still building up. Some of these "bad tactics" you see are perfectly good tactics but being used in the wrong game.

I know that the hard AI works well in hard games. Im kindof curious now if the easy AI might not do better than the hard AI when played in games of light settings

[ November 01, 2003, 21:52: Message edited by: Gandalf Parker ]

st.patrik November 1st, 2003 11:54 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
JK posted Last week that he was going to be away until Sunday. So no, he probably hasn't been reading this thread the Last few days http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm sure he'll see it when he gets back - it seems the devs are usually pretty good about keeping up with stuff that's being talked about.

Zerger November 2nd, 2003 12:04 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by st.patrik:
JK posted Last week that he was going to be away until Sunday. So no, he probably hasn't been reading this thread the Last few days http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm sure he'll see it when he gets back - it seems the devs are usually pretty good about keeping up with stuff that's being talked about.

<font size="2" face="sans-serif, arial, verdana">Actually that was Kristoffer if I am correct. JK is Online quite a lot -> just check out that who is Online, his name is there usually.

PvK November 2nd, 2003 12:06 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Actually, I wonder how many of the people who are having an easy time with the AI, are already expert human players.

Personally, I am getting nailed by the AI!

PvK

Zerger November 2nd, 2003 12:15 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by PvK:
Actually, I wonder how many of the people who are having an easy time with the AI, are already expert human players.

Personally, I am getting nailed by the AI!

PvK

<font size="2" face="sans-serif, arial, verdana">Odd, I am not a vet, but I can easily beat the dominions 2. impossible AIs.
The AI is very weak in many ways.

[ November 01, 2003, 22:15: Message edited by: Zerger ]

-Storm- November 2nd, 2003 12:26 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Aristoteles:

1. The AI is massing weak troops
2. The AI wont protect his pretender/commanders/priests/mages
3. The AI wont build forts
4. The AI's battlefield tactics could be better
5. The AI is making very odd things. IE. wandering around with his pretender alone etc.
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.


<font size="2" face="sans-serif, arial, verdana">Period. Fix these, and we will be happy. http://forum.shrapnelgames.com/images/icons/icon12.gif

Just a little addition for 1. -> The AI should recruit heavy/elite units, and make complex/varied armies.

[ November 01, 2003, 22:28: Message edited by: -Storm- ]


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