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Re: What is really new?
What is the single player experience? Is there any diplomacy,trade,Alliances,etc.From reading the AAR's it just seems a game of declare war on everybody,and not a true 4X game like SEIV,MOM,etc.
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Re: What is really new?
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I think its not a bad thing, that we won't have diplo AI in Dominions 3. I mean take a look at Galciv2. The diplo AI is absolutely exploitable, just like any other diplo AI. [You send money, money and more money and voila they will like you.] |
Re: What is really new?
Like in dom2 there will be no diplomacy in SP, it's true. Dominions is more a wargame than most "true" 4X.
But the question here is "what is really new ?" not "what is not new ?". Of course hundreds of player's expected features won't be in this game, like in any sequel of any game (since MoO 3 http://forum.shrapnelgames.com/images/smilies/wink.gif ). |
Re: What is really new?
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Re: What is really new?
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One other common explanation is the fact that it'd take too much of the developers' time, "and we all would rather have more content, wouldn't we?" |
Re: What is really new?
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A very interesting idea would be if Illwinter was to add a very rare event where two or three AI opponents form a permanent alliance within a game. Quote:
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Re: What is really new?
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I don't think that there is a way to prevent human players to exploit a diplo AI. The human player can always send gold/resources or whatever to the AI player to make the AI player happy, so the human player can form an alliance easily that way. [This is absolutely true about Galciv2 for example, or Civ3-4] This is what happening in all games. Game developers cannot exclude this mechanism. If there wouldn't be something like "sending gifts" the whole diplomacy system would be pointless, hence you couldn't improve the relations with the AI. Well maybe in some special way, like offering some of your troops to a specific AI player when it is at war with an other AI or something like that. |
Re: What is really new?
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Re: What is really new?
I'm 100% sure several games already do that. GalCiv certainly does. Developers aren't stupid. If you can come up with a solution in the time it takes to write a forum post you can be sure they thought of it ages ago.
The real problem with diplomatic AI is that it is usually incapable of betrayal. If it is then you have the nontrivial task of making it smart enough to betray the player only when it's logical. If it's not done cleverly and communicated to the user it will only cause players to complain about the AI being "random" and "attacking for no reason." I think Dominions does fine as a pure wargame. It's not impossible to rationalize diplomatic AI if you change the story just a bit, though. Instead of a single supreme throne the pretenders could just be agreeing to ascend as a pantheon. |
Re: What is really new?
Hum as AI diplomacy has always been exploitable in any game having diplomacy IMHO it's useless to waste the time of someone "to prevent players finding exploits with the AI diplomacy". So not the best excuse.
For me the question for Dominions is more : is the SP game so hard that the player needs help from the AIs ? As strategic AI is far from perfection, a diplomatic system allowing the player to make peace agreements and other deals has not to be made as it would be one more handicap for the AIs. Now if AIs still works like St Patrik said ("AI only become aggressive when they notice that you are weak, or when you attack them", a good resume of dom2 AI) I think there is a flaw in the "diplomatic part of the strategic AI" that may be easy to correct with good effects on the SP game : make AIs attack not only a weaker player but the strongest one. I think it's very simple to implement : if a pretender is by large first in charts all neighbours should attack him instead of staying passive waiting for their turn. No need to make an alliance system for that, just make all the AIs aggressive against the potential winner once a critical power level is reached (usually by the player). |
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