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-   -   SUGGESTION: AI castle building algorithm (http://forum.shrapnelgames.com/showthread.php?t=18776)

mivayan May 9th, 2004 10:49 PM

Re: SUGGESTION: AI castle building algorithm
 
I think that for placement of a castle, you can ignore indie troops, chokepoints, neighouring enemies etc and just focus on maximizing resources for national troops. The other things are too hard to get right, but maximizing castle resources is easy.

for each province I own:
if I build a castle here, what will the combined resources in all castles be, assumin no provinces changes owner untill it is done.

Then pick the province with the highest result.

Gandalf Parker May 9th, 2004 11:39 PM

Re: SUGGESTION: AI castle building algorithm
 
Building for resources isnt a bad idea. And it simplifies the programming side. Also if you simply chose a castle location which is not next to another castle (1 away? 2 away?) but ignoring if you own all the neighboring provinces then you could still luck into a chokepoint or a good frontline location.

Adding temples might also be a good idea. So if I have enough to build, I look for a high resource location which is not too close to anothe castle, if I cant find one then I look for a temple location which allows recruiting priests. How does that sound?

HotNifeThruButr May 10th, 2004 03:38 AM

Re: SUGGESTION: AI castle building algorithm
 
What about building a temple and lab at every fort location? Is that do-able or would it hinder the AI?

Edit: Also, what about requiring more desire poinst for less costly forts and more desire points for more costly forts? So they don't have too little watch towers or too many Fort. cities.

BTW, Arralen, it'd be cool if you wrote a spellcasting AI.

Edit: Also, consider reducing desire to 0 if the province has an unrest site, like Inkpot End, Brigand Lair, etc.

[ May 10, 2004, 03:23: Message edited by: HotNifeThruButr ]


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