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Re: Dominions 2. AI. Suggestions, that how to fix it.
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Maybe if the Users/players would be allowed to script AIs......they could try. Otherwise, just upgrade those weak points in the mentioned list, step by step. If all of those will be enchanced, the AI will rock some you know what. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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[ November 07, 2003, 14:54: Message edited by: Gandalf Parker ] |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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I guess it is up to the devs to do what they can. I am sure that they will try their best. http://forum.shrapnelgames.com/images/icons/icon6.gif [ November 07, 2003, 15:01: Message edited by: Mortifer ] |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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1) Destroyer: give the AI an option to pillage a province unless it's around the capital. Adjust the probability of how often this happened and you'd get it. This particular AI is not likely to win unless he is using dead Ermor or Carrion Wood of Pangaea. But he could be around to be a spoiler for everybody. 2) Architect: hmm... there isn't much to improve on the land other than building castles. 3) Mage or Barbarian: if there were a matrix of the AI's preference over different units, the difference would be a simple tweaking of numbers. Though such a matrix itself may not be easy to implement, because of the large number of possible units in the game. 4) Cutthroat: the AI doesn't use stealth troops particularly well. It might be hard to implement. |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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However..... the seperate AIs we are talking about might be created by themes? Does a computer player use themes? I have to fall back on Dom1 experience but if Pangaea is told to build hvy units then they will lose their sneak ability with that army. Building an IF PANGAEA into the AI code might help but there is a line of play for Pangaea which does use those units. What if a theme removed those hvy units? And maybe added an assassin? If the AI used that theme then would you have a computer player that would use those things halfway effectively? |
Re: Dominions 2. AI. Suggestions, that how to fix it.
I think some games separated AI personalities, but I dunno what games. Civ3? Frankly I don't remember. http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: Dominions 2. AI. Suggestions, that how to fix it.
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That means that lesser fixes should be discussed so that something can be done. -- The word "impossible" is a term used by technicians which translates as "I COULD do it but it would take more time and effort than its worth." [ November 07, 2003, 21:55: Message edited by: Gandalf Parker ] |
Re: Dominions 2. AI. Suggestions, that how to fix it.
One small quibble http://forum.shrapnelgames.com/images/icons/icon7.gif
Why do you assert that 'solo play isn't a major part of the game'? The devs have said that they made Dom primarilly to be an MP game, but the number of people playing the game are likely to play more SP than MP, whatever it is that they would prefer to play. So I would assert that 'solo play *is* a major part of the game' just that the devs may not desire to make upgrades to it as much as they desire to make upgrades to MP. Though outside of balance and bugs, there arn't that many upgrades to MP that are seemingly *that* important http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Dominions 2. AI. Suggestions, that how to fix it.
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Yes SP is a major part of Doms II., that is for sure now.
Still I guess the devs won't be bothered by such coding like multiple AI personalities. I guess that would be countless hours to script and add. MAYBE in the distant future, they will work on it, but maybe the AI can be upgraded a more simple way. [fix those things on the list.] Well we shall see. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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