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-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   What is wrong with the AI? (http://forum.shrapnelgames.com/showthread.php?t=34403)

MaxWilson April 26th, 2007 10:59 PM

Re: On being a noob in MP
 
Quote:

vfb said:
I've found that the experienced players have been willing to give me good advice. And this is even in a game where I eventually may end up as their opponent. I've also seen experienced players give out strategic advice to other players when a game they are in is being set up.


Heh. Isn't that what this thread is all about, people wishing they could give strategic advice to their opponent (the AI) for a more challenging game?

By the way, how do you test strategies requiring spells/gems on the mini-map? Since #startspell only works for one turn you can't wait for gems to accumulate. It occurred to me just now that you could mod in a site giving lots of gems, but until now I haven't used the minimap much because of that.

-Max

Gandalf Parker April 26th, 2007 11:11 PM

Re: On being a noob in MP
 
There are units that tend to show up with lots of gems. I dont remember what they are but adding them in would give you someone to snag the gems off of. You could use the All_Units game to go thru the different units and see what they show up with.

vfb April 27th, 2007 12:10 AM

Battle simulator
 
For spells I just add some researchers (which I may want in the battle anyway), set research on fast, and hit host until it's at the level I need. As long as one dominion doesn't overpower the other this is pretty safe and really doesn't take that long. Random events rare helps too.

Sombre April 27th, 2007 12:20 AM

Re: Battle simulator
 
It would be quicker to just mod the spells so they're at 1 gem, research level 1.

vfb April 27th, 2007 12:28 AM

Re: Battle simulator
 
I didn't think of setting spell research to 1, that's a good idea! But you might want to avoid changing the number of gems, since that will affect how the spells are cast in the battle.

Ballbarian April 27th, 2007 12:54 AM

Re: Battle simulator
 
For what it's worth, the next version of RanDom will accomodate custom gods. I am in the middle of a test game with a set of pre made gods using builds and scales that I have seen on the forums (including Gorgzilla, a E9N4 Gorgon with 10 dominion) and it has made for a more challenging game. I created the custom god files within a set of house rules where the god for the given nation was one available to that nation and the points available were as if the god were dormant. Also, I kit the god with items that I would use on my own god, only the AI begins the game with these items (artifacts excluded). It will also be possible to include custom starting units and sites if the designer / player so chooses.

Foodstamp April 27th, 2007 01:18 AM

Re: Battle simulator
 
Quote:

Ballbarian said:
For what it's worth, the next version of RanDom will accomodate custom gods. I am in the middle of a test game with a set of pre made gods using builds and scales that I have seen on the forums (including Gorgzilla, a E9N4 Gorgon with 10 dominion) and it has made for a more challenging game. I created the custom god files within a set of house rules where the god for the given nation was one available to that nation and the points available were as if the god were dormant. Also, I kit the god with items that I would use on my own god, only the AI begins the game with these items (artifacts excluded). It will also be possible to include custom starting units and sites if the designer / player so chooses.

Sounds awesome http://forum.shrapnelgames.com/image...es/biggrin.gif

Gandalf Parker April 27th, 2007 01:22 AM

Re: Battle simulator
 
I was considering the comments about no-indepents on the maps. Do you end up with no army to fight to take an indept province? Of course I could blank all the provinces on a map and then assign an army to each one but the way I do it that would be pretty haphazard.

On the other hand, we could create a set for RanDom. Make province sets that said
terrain:forest
@ 3
elephants & slingers
forest archers
wolf clan

Something like that. Well basically for each terrain have a few sets of the type of army you could usually expect there. Then set RanDom for 100% fill. That way there would be no poptypes to recruit but still reasonable armies to fight.

MaxWilson April 27th, 2007 03:24 AM

Re: Battle simulator
 
My understanding is that armies are placed before poptypes are (re-) set. Therefore, the no-indie maps still have defending armies, even though you can't recruit there after you conquer it.

-Max

Edi April 27th, 2007 03:51 AM

Re: Battle simulator
 
Quote:

Gandalf Parker said:
I was considering the comments about no-indepents on the maps. Do you end up with no army to fight to take an indept province? Of course I could blank all the provinces on a map and then assign an army to each one but the way I do it that would be pretty haphazard.

On the other hand, we could create a set for RanDom. Make province sets that said
terrain:forest
@ 3
elephants & slingers
forest archers
wolf clan

Something like that. Well basically for each terrain have a few sets of the type of army you could usually expect there. Then set RanDom for 100% fill. That way there would be no poptypes to recruit but still reasonable armies to fight.

Gandalf, I believe we already discussed this one. When the game is generated, it assigns random poptype to each province, generates the indie defenders, magic sites and whatever else according to game settings.

Only after that does it parse the map file for the province specific scripts, which is where the poptype assignments go. If #setland is used, the indie defenders stay, but the poptype gets deleted. So you still need to fight the indies, you just can't recruit them.

Sombre April 27th, 2007 07:02 AM

Re: Battle simulator
 
I hope people here are willing to give the NI maps a go. They really are quite fun and they change the game more than you'd think.

Gandalf Parker April 27th, 2007 11:27 AM

Re: Battle simulator
 
Quote:

Edi said:
Quote:

Gandalf Parker said:
Something like that. Well basically for each terrain have a few sets of the type of army you could usually expect there. Then set RanDom for 100% fill. That way there would be no poptypes to recruit but still reasonable armies to fight.

Gandalf, I believe we already discussed this one. When the game is generated, it assigns random poptype to each province, generates the indie defenders, magic sites and whatever else according to game settings.

Only after that does it parse the map file for the province specific scripts, which is where the poptype assignments go. If #setland is used, the indie defenders stay, but the poptype gets deleted. So you still need to fight the indies, you just can't recruit them.

It would still be worth doing thru RanDom. It would give the person doing it a chance to select the defenders, and how often they occur. You could also select appropriate magic items, include summons, and have special groups for islands lakes volcanoes(lonely mountains) etc. In a no-indepts map some people might prefer alot more knight groups with mage backups.

Edi April 27th, 2007 02:24 PM

Re: Battle simulator
 
I've not played around with RanDom, so I wouldn't know about that. I've had my hands too full to even start getting familiar with all of the nifty little things we have seen here. I'll take your word for it.

Gandalf Parker April 27th, 2007 03:15 PM

Re: Battle simulator
 
RanDom is way cool. Its a take-off on my chaos maps for Dom2. I would randomly fill a map with structures like stray castles, and strange armies with equipment. I re-randomized them daily for new playing experiences. They went over well but the way I did it was too random. The armies might be made up of low units, summons, even pretenders. Sometimes water units on land and land units in water.

I suggested at the time, something called Semi-Random. Designed provinces that could be randomly placed. Such as
Terrain: forest
poptype: Deer Tribal
commander: deer shaman
units: deer tribe warriors
units: deer tribe archers
commander: centaur hierophant
equipment: black bow
units: centaur archers
magic site: that one that allows recruiting centaurs

That would be one file. Many such files could be placed by having the program look for proper terrains. Put mountain provinces in mountains, small town things in farmland, waste, swamp, etc etc. Since then, RanDom now also recognizes island, lake, volcano(lonely mountain), penninsula. And it allows sub-randoms so that you can have your designed province have some slight variety in it. Such as I could list Black Bow, Longbow of Accuracy, Bow of War as randoms for the centaur leader..

Just wandering thru the magic sites gives you plenty of reason to design provinces. So that you fight the mages that a site will allow recruiting, or create a dragons cave, or a lost village of the undead with sites to get undead. I think that everyone should donate a few provinces to the project. Lots of them would be great. Then processing a map thru it would give you a really fun map to play on that isnt quite as insane as my old program used to create.

Wikd Thots April 27th, 2007 03:27 PM

Re: RanDom
 
That sounds like fun.
I am not ready to make a map.
But I think I can design a single province. http://forum.shrapnelgames.com/image.../firedevil.gif

Xietor April 28th, 2007 01:26 AM

Re: RanDom
 
I want to eat crow when i said the worthy hero mod did not seem to affect Pangaea, when in fact it bumped a hero's blood from 3 to 4, which is quite big for Pangaea blood users. Just noticed that tonight.

Of course, Pangaea already had 4 pretty tough heroes, so I am sure it was not a point of emphasis, like some of the races that failed to get many or any heroes. Now that i have it, i leave it on. Man got a pretty nice hero i have not seen before, 4a2n 2h, recuperation.


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