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Re: So...the customers wont be cheated this time?
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My brother comes up with ideas and speaks some in the fora, but he doesn't work on the game per se. He is also the devils advocate http://forum.shrapnelgames.com/images/smilies/evil.gif (when JK is silent). |
Re: So...the customers wont be cheated this time?
Both of these would be doable if the format for .trn and .2h files were released.
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I know others have asked for this, although I never saw an offical response. Perhaps there is some problem that I'm not aware of. The community could make some interesting AIs with this info. |
Re: So...the customers wont be cheated this time?
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Re: So...the customers wont be cheated this time?
Graeme, I dont know how hard is to program the AI, you are right...but since Illwinter is talented, we can clearly see this from the Dominions games, I am pretty sure that they could fix it. Someone here posted that it wasnt fixed because scripting the AI was boring http://forum.shrapnelgames.com/image...s/confused.gif!
I think after a company is releasing a game, they must support it, interact with the players that what is wrong, what to fix etc. This is how its working for all games. ..and yeah I never played any mods for Dominions 2..there were any mods to fix the AI errors? I really missed those if there are any. |
Re: So...the customers wont be cheated this time?
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Re: So...the customers wont be cheated this time?
Some people like scripting AI, some dont.
You could at LEAST take a stab at it. Here, I will get you started... (turn 1) send out scout (if you have one) put pretender on research, set research to Evocation put leader with troops on patrol turn taxes to 200 percent make bid on mercs cost+10 recruit priest (in case random event burns temple) if cant afford priest then recruit leader if cant afford leader then recruit scout spend rest of cheapest troops (more patrollers) (turn 2) assign troops set infantry to the front set archers to the sides and slightly back set cavalry to the far sides give gems to mage equal to magic type and level*3 select weakest nearby province and attack set taxes back to 100 since everyone is leaving but pretender bid on mercs cost+20 use leftover cash to purchase cavalry if cavalry at 10% of troops then purchase hvy infantry if hvy infantry 50% of troops then recruit archers if archers 20% of troops then lt infantry (turn 3) in new province: purchase defence of population divied by 1000 recruit leader if cant afford leader then recruit scout recruit 10 archers or slingers Doesnt that sound good? You want to keep it going? |
Re: So...the customers wont be cheated this time?
ioticu's post is dead on concerning the AI.
Illwinter made it clear that they were developing a multi-player game. During the testing of DOM2, a lot of it was done in multi-player mode. If something 'feasible' was found that could affect the AI, it was implemented. |
Re: So...the customers wont be cheated this time?
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Also it would be great if the AI has multiple personalities instead of one fixed AI used by all computer opponents. HOPEFULLY AI opponents are randomly given an AI personality at the start of each game which would make it MUCH more difficult for gamers to predict what the AI will be doing in the game. Also the option to disable one of the personalities in case it's weak or bugged. Examples: The_Sage: Usually peaceful and more concerned with mastering spells than conquering the land. Beware he/she hungers for territories with strong magic sites. He/She's also known to attack anyone with greater research then him. The_Cutthroat: Untrustworthy and usually organizes his assassins to attack the same time his troops march into provinces. He will make temporary alliances to knock down the greatest threat(most troops & highest gold/gems). He's known to attack territories which bring high gold income. The_WarMonger: Purely focused on taking territories to expand his kingdom. Weak enemies nearby will be his primary target unless someone owns more territories which he truly hates. Sometimes known to use assassins. The_Paladin: His expansion is based off those which do the most evil which includes using death magic, blood magic, death scale, and most importantly who is killing the most warm blooded creatures. His actions are usually honorable... in fact always honorable in his eyes. Known to ally with a weak nation to focus on a common stronger enemy. The_Psycho: The actions and behavior are completely random and unpredictable. Sometimes he will attack the strongest and sometimes the weakest. It's known those with the highest dominion are more frequently attacked. The_ArchMage: No known flaws or weaknesses and is an aggressive expansionist. A hunger for magic sites has the archmage searching more intense than the others. Also very effective for using spells before marching into territories. The player with the most gem income are more likely to become an enemy. The_General: Able to focus on specific bottlenecks between provinces as he expands. Sometimes known to proceed in setting up supercombantants(SCs) to march and take territories as a team and occasionally send stronger ones solo. He will form allies with anyone willing to attack the player with the total largest army size. ========== Just my ideas. http://forum.shrapnelgames.com/images/smilies/wink.gif Maybe a Dominions_3 expansion can provide this suggestion?? |
Re: So...the customers wont be cheated this time?
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Cheating, as in "peek at what other players can see", can be addressed by encrypting each nation's section of the .trn file (assuming there is one) with the nation's password. Leave an unpassworded section unencrypted. But then, this would proabably require a complete overhaul of the game's turn files. It would be nice, though, to have the turn and order file formats open, so players could use their own external programs to help in their micromanagement (generate partial .2h files, like, or generate "report" files that tell them, say, where everything is and so on). Most likely, though, this will not happen until Dom4 or Dom5... http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: So...the customers wont be cheated this time?
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Noone ever tested them, you included. And I can't do a dozend of test games all on my own for sure! And IMHO MStavros is mostly correct. It's a shame that the most obvious, AI-crippling bugs are not fixed in Dom2: That it can't build castles, but only get them from sites/events, and does not recruit indie mages. If you put a bunch of admin-30 castles on a map, it will go for them quickly, though, and start building 'serious' armies. It will not start recruiting indie mages, unfortunately. And I can't really understand why this is not fixed - other than because the devs/shrapnel think we better should buy Dom3 ... . Alas, this is not the kind of support I want for games I buy... . |
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