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Re: national armies?
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Of course if it goes to seperate AI's for each nation then all kinds of great strategies could be put in. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">If you just change the order to Hvy Inf, Hvy Cav, Lt Inf, Lt Cav it'll be OK IMHO - From what I've seen in MP this is more or less what 90% of players do http://forum.shrapnelgames.com/images/icons/icon7.gif ... |
Re: national armies?
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[ February 25, 2004, 21:25: Message edited by: Arryn ] |
Re: national armies?
It seems like the single most significant thing that could be done to improve the AI is getting it to build some forts early in the game. (Since in the long run these forts lead to more resources, more income and more oppertunities to build national troops). I'm personally of the opinion that any simple heuristic (whether it be build a fort in "any high income province", "any province with many neighbors I control" or "every fifth province") would be better than no AI fort building. Getting the AI to build forts in truly strategic locations seems difficult but it seems very likely that even sub-optimal fortress building would still help the AI significantly.
- Matt L. :-> |
Re: national armies?
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No modder could have made HOI use fronts intelligently if the HOI AI programming did not have support for the concept of fronts. Say rather that there is rather more time to write and test AIs amongst the dozens of modders and thousands of happy players, than the ~7 man development team and beta testers have during each 12 month development cycle. ...But I digress. I certainly quite agree that if AI variables were exported for players to tweak, there would most likely arise a more competent AI. It would be strange were it otherwise, as the amount of time that players can spend on actually PLAYING and TESTING always outweighs the time developers can manifold. [ February 26, 2004, 07:19: Message edited by: Peter Ebbesen ] |
Re: national armies?
Finally I found out:
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1) The provinces stats have been dumped (dumbed?) down. DOM2 prov are smaller, generate less income and ressources than those from DOM1 2) The AI doesn't build forts. Maybe because of 1) - could be it's still searching for the right place when the game is already over. 3) It has the annoying habit of building troops all over the place. Fits nice to the other bad habit of moving armies constantly around - they could pick up troops quite nicely this way. But results in a hodgepodge of indie troops with few nation-specific ones (mostly the handful the initial commander started out with from the province I think) Thinking 'bout it - could it be the case that the AI build troops in the forts first, than in the provinces in DOM1, and that this has been reversed somehow in DOM2? Would not so easy to test this, but doable !? 4) The AI understands the concept of troops types only partially. It's uses rider for flanking, javelin-equipped troops are kept apart from other so they can fire their weapons during approach (at least, most times), it even sometimes uses "target Archers" or "target largest monster" instead of nearest for it's archers. But it doesn't now about blessable troops or those with special aurae, or medium/heavy troops. So obviously it cannot know if there's some type lacking in numbers or effective orders. ------------------------------------ Than again, I had Vanheim throw armies at me which where 80% those human guys with javelins and prot 15, backed up by some Vans etc., in a SP game lately. 'Was the Karan map (which has few "small" provinces, in contrast to Illwinters maps), with ressource settings on default. [ February 25, 2004, 12:13: Message edited by: Arralen ] |
Re: national armies?
Personally I would love the idea of player scripted AIs. There are some old threads here discussing possibilities. The defensive one, the diplomatic one, the barbarian horde, the reource collector, the magic researcher, the insane one which every 10 turns randomly selects from the list... The problem is that the game has to be written from the beginning with hooks (tags, variables) available for everything seperate from the variables that the game uses to process things. You cant write "if my_gold greater than 600" without a my_gold tag in the game. Such a huge rewrite would take alot of effort. Whether the Devs thought it was a good idea or not, its still not likely to happen soon.
Changes for a patch could be done if they are quick and simple. Try developing the rule you WISH the AI would use and test-play it. I disagree with the "even if it built a fort every" type of responses, but I dont know because I havent tested it. Hmmmm I guess I COULD start a game with Ulm and some nation of my choice and try to play Ulm but the rules I made up. Writing an AAR here would be nice also. Force myself to ... A) if commander has 10 light (any-type-of-troop) then build 1 heavy (same type of troop) B) every 5 provinces build temple C) every 10 provinces build castle Does that sound about right? At turn 100 I could turn Ulm over to the AI for control and see if I can beat him. |
Re: national armies?
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A heuristic should probably be smarter than every fifth province. Should probably take into account current economy and number of existing forts, at least. Incidentally, I think I've only built a single fort in all my Dominions II play so far... and I think it was overrun during construction and I lost that game to the Marignon AI. In winning games I've captured capitols at close to the same rate I'd want more forts, anyway. Just some thoughts, PvK |
Re: national armies?
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[ February 26, 2004, 19:14: Message edited by: DarkSol ] |
Re: national armies?
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But Im not sure how the AI (in general terms) considers Centaurs. I would suspect that Centaurs are cavalry and therefore it would be the light cavalry vs heavy cavalry rule. But if the people who feel the AI should be "fixed" to purchase Heavy Infantry over light infantry (for Ulm is their usual example) then I think it would end up causing Pangaea to purchase Minotaurs instead of Satyrs. The point being that as long as its just 1 AI and 1 rule then it needs to be one that either takes the middle road as far as pros and cons, or be the rule most likely to boost the weaker nations. [ February 26, 2004, 19:37: Message edited by: Gandalf Parker ] |
Re: national armies?
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