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-   -   Dominions 2. AI. Suggestions, that how to fix it. (http://forum.shrapnelgames.com/showthread.php?t=16583)

Kaljamaha November 14th, 2003 01:26 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Another thing that I think should be looked at is AI dominion design. Now, granted, I'm no pro, but sometimes the AI makes design decisions that are utterly suicidal. It has effectively lost before the game even began. One example, from Dom I would be Marignon with Turmoil 2, Cold 3, Death 3. Can't remember if it had sloth also. Granted, those are worth a lot of points, but I'm pretty sure that whatever the AI bought, it wasn't worth it. In the Dom II demo, turmoil seems to be a favorite of many AI opponents, and I can't figure why, as I'm always strapped for cash. As someone mentioned earlier, human designed pretenders for AIs would probably make a lot of sense. As I play mostly SP, it always pains me (when playing Dom I) to see the AI shoot itself in the foot with an idiotic domain.

Next, some anecdotal evidence of AI brilliance. I was playing Abysia, and was besieging the Tien Ch'i capital. I had Anathemant Something, plus three Warlocks as combat mages (probably not a great choice). Anyway, while sieging, there was a break-out attempt, as there always is. However, this time was different. It consisted of one commander, a mage with 3 Astral and something else, plus a few traditional troops. What happened was that the normal troops drew my army's attention long enough for the mage to slay all three of my Warlocks http://forum.shrapnelgames.com/images/icons/shock.gif with Magic Duel. Naturally, the mage died in the end, but if this was a deliberate move instead of a random happening, it shows an amazing cost/benefit analysis by the AI. Anyway, just wanted to share the story,it gives me some faith in the AI.


K.

Gandalf Parker November 14th, 2003 02:47 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
OK Mort, Lets pin down castle tactics. Im just rambling out loud here...........

So you would have the AI maintain (a scout? priest? small army?) which moves seperate from his larger expansion army. When it finds a province that has (I forget what the formula players say whether its high resource or high gold). The province needs to have no bordering neighbors that are not owned by the AI (avoiding front line positions) and no bordering neighbor that already has a castle. That sounds good.

And by preference it should have 2 bordering provinces which are water or mountain? Im not sure how code would go about recognizing a chokepoint. Two water neighbors which dont also border on each other? It might be able to see that. The impenetrable mountain walls like on the Eye map Im not so sure about. That would be "a province which should be a neighbor but doesnt have a #neighbor statement" which is what really makes them impenetrable mountains. That extra-thick borderline is just for visiblity.

But even if it cant specifically recognize chokes (I dont know if it can or not) that might not be too bad . Mountain areas are supposed to represent a difficult terrain for movement in Dom2. And if the 2 water neighbors happen to be next to each other thats not so bad since I often discover a need for some coastline defense.

Hmmm but the formula so far would want me to own those 2 water provinces. And what about the water nations? Hmmmmm I think this formula is getting "smarter" than its worth.

Particle November 14th, 2003 01:51 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Kaljamaha:
Another thing that I think should be looked at is AI dominion design. Now, granted, I'm no pro, but sometimes the AI makes design decisions that are utterly suicidal. It has effectively lost before the game even began. One example, from Dom I would be Marignon with Turmoil 2, Cold 3, Death 3. Can't remember if it had sloth also. Granted, those are worth a lot of points, but I'm pretty sure that whatever the AI bought, it wasn't worth it. In the Dom II demo, turmoil seems to be a favorite of many AI opponents, and I can't figure why, as I'm always strapped for cash. As someone mentioned earlier, human designed pretenders for AIs would probably make a lot of sense. As I play mostly SP, it always pains me (when playing Dom I) to see the AI shoot itself in the foot with an idiotic domain.

K.

<font size="2" face="sans-serif, arial, verdana">Yup, I've noticed this also.
As for forts....hrm a complicated question. I would say the AI should build castles 3x or 4x more often than right now. Sometimes I see 1-2 AI castles before turn 40, so 4-8 castles before turn 40 would be ok.

-Storm- November 14th, 2003 10:54 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Just a little addition to the army setup:
IMHO the AI should build 50% LI before turn 10, 40% until turn 15, 30% until turn 25, 25% until turn 30, 20% until turn 40, and >20% after turn 40.
As for the rest of the units, they should be HI - HC - Creatures - Heavy Bow/Xbow of course.

[ November 14, 2003, 20:55: Message edited by: -Storm- ]

Zerger November 15th, 2003 03:33 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by -Storm-:
Just a little addition to the army setup:
IMHO the AI should build 50% LI before turn 10, 40% until turn 15, 30% until turn 25, 25% until turn 30, 20% until turn 40, and >20% after turn 40.
As for the rest of the units, they should be HI - HC - Creatures - Heavy Bow/Xbow of course.

<font size="2" face="sans-serif, arial, verdana">Hrmmmmm I dunno. LI is very weak in Dominions 2. I think the AI should avoid to use them, MAYBE if a patch will make LI more useful......until than I don't wanna see LI from the AI at all. They are weak, routing easily etc. etc.

1 suggestion: the AI should use more army Groups on the battlefield, and use some tactics.
[Ok this is nothing new, I guess we all know about this already, but Aristoteles didn't posted any details about the tactics part.]

[ November 15, 2003, 13:33: Message edited by: Zerger ]

Gandalf Parker November 15th, 2003 04:13 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Zerger:
Hrmmmmm I dunno. LI is very weak in Dominions 2. I think the AI should avoid to use them, MAYBE if a patch will make LI more useful......until than I don't wanna see LI from the AI at all. They are weak, routing easily etc. etc.
<font size="2" face="sans-serif, arial, verdana">Ummm have you tried playing that way? Yes the LI units have some drawbacks, they also have some advantages (such as cost, and patrolling). But I dont think there are very many nations that can afford to use no LI at all. That would make an army stronger, but make the AI easier to beat.

November 15th, 2003 04:14 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I disagree with Zerger on this point. I haven't found a more cost effective way of getting more provinces quicker other than in the first few turns than with LI.

Maybe it would help if you posted what you would build in the first 4 turns as opposed to LI and that would help.

NTJedi November 15th, 2003 05:18 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Storm has half of the idea correctly... which is as turns pass the AI decisions should also change. However all previous suggestions from anyone regarding a fixed percentage is wrong. This will cause human players to see Army_A, Army_B and Army_C as almost identical. The percentages used for LI, HI, ranged_units, etc, etc, ... these percentages should be a random range thus keeping human players guessing. Human players could easily master one fixed percentage.

Here's an example:
Day_1 thru Day_15: LI =20% thru 40%, HI = 20% thru 30%, LC = 2% thru 10%, HC = 2% thru 5%, Creatures = 5%.
Weak ranged units = 20% thru 30%, Moderate ranged units = 5% thru 15%, Strong ranged units = 1% thru 5%.
Day_16 thru Day_35: The percentages should change based on its kingdoms total strength.

The above is just an example... but I guarantee it would make the AI more interesting then any fixed percentage.

[ November 15, 2003, 15:18: Message edited by: NTJedi ]

November 15th, 2003 05:23 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
There is a limitation that we are dealing with; as far as the AI as a whole. As you have repeatedly said "Should be" different themes regarding AI, they have said they will not be able to do so at least as far as this game is concerned.

I agree it would be better to leave in variables; but I think in order to give the AI the best chance for not being abused or exploited you have to find it's weaknesses and compensate for them. As in:

One of the AI's weaknesses in the demo is the low production of mages. Even mage heavy nations like Arco do not produce their main line of fighting commanders are standard commanders, and are not using Arco priestesses as they should, healing their stacks after a battle if they have time.

Research should be left to apprentices because they can be produced every turn and not upper end casters unless they have a high drain scale and need to do so.

Things of that nature. Which may change in the full game, I do not know.

Edit: For numbers I haven't found a better way to beat neighbor provinces with anything other than LI with anything but High Bless Jotun Woodsmen (Nature or Earth for the most part), High Bless Black Hunters (Nature), and Ulm Heavy Inf, and that is only if you attack with your pretender to keep up efficency if you have a SC pretender.

[ November 15, 2003, 15:29: Message edited by: Zen ]

PDF November 15th, 2003 06:32 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Zen:
I disagree with Zerger on this point. I haven't found a more cost effective way of getting more provinces quicker other than in the first few turns than with LI.

Maybe it would help if you posted what you would build in the first 4 turns as opposed to LI and that would help.

<font size="2" face="sans-serif, arial, verdana">Maybe LI can help you if you play a SC pretender , Indep <=4, and happen to stumble on Barbarians/militia provinces.
With Indep at 6 or more, a Rainbow Mage or more heavily defended provinces you won't get far with LI. They're Ok for patrolling, give fodder targets to enemy archers, but rout in doves if ever confronted to a pair of knights ..

November 15th, 2003 08:08 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Hrm.

I play on Indep 7. Maybe if you play on lower indeps and you arn't up against a nearby force of 40+ more often than not, building other units might be more cost effective. (Lava Warriors for example)

Though my inital building strategy I usually keep the same for lower Indeps I would just take over more provinces quicker.

Prio November 15th, 2003 09:54 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Sure LI routs kinda easy. That's what the priest in the back is for. :b
I'm prolly remembering this wrong, but don't additional attacks against a unit in the same combat round (after the first attack) have an increasingly high bonus to-hit? Stop me if my memory is failed (or if I'm being Captain Obvious).

DominionsFan November 16th, 2003 12:32 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
LI is useful. Good for patrols and such. The AI should use them for patrols, but surely not in campaign armies.

The AI battlefield tactics must be improved too of course. But hey, the devs propably know about it, it is part of the AI weaknesses list. http://forum.shrapnelgames.com/images/icons/icon7.gif

Mortifer November 16th, 2003 06:06 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Nah, the AI must use light infantries, just in a different way. Example: LI for patrols is very good! They are also useful in battles, especially in the early game. [IF indep str is not too high.]

Later on [turn??] the AI must stop using the LI in battles, and they should be used for patrols ONLY. http://forum.shrapnelgames.com/images/icons/icon6.gif

Particle November 17th, 2003 10:02 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Mortifer:
Nah, the AI must use light infantries, just in a different way. Example: LI for patrols is very good! They are also useful in battles, especially in the early game. [IF indep str is not too high.]

Later on [turn??] the AI must stop using the LI in battles, and they should be used for patrols ONLY. http://forum.shrapnelgames.com/images/icons/icon6.gif

<font size="2" face="sans-serif, arial, verdana">I agree. LI can be useful sometime.

MStavros November 19th, 2003 03:37 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Zen:
There is a limitation that we are dealing with; as far as the AI as a whole. As you have repeatedly said "Should be" different themes regarding AI, they have said they will not be able to do so at least as far as this game is concerned.

<font size="2" face="sans-serif, arial, verdana">I don't think that different AI themes could help at all. The core AI must be changed. We've posted lot of things, that what is wrong with the AI, I am totally sure that those things CAN BE upgraded.

Gandalf Parker November 19th, 2003 03:58 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by MStavros:
I don't think that different AI themes could help at all. The core AI must be changed. We've posted lot of things, that what is wrong with the AI, I am totally sure that those things CAN BE upgraded.
<font size="2" face="sans-serif, arial, verdana">Well, along with other things, how its brought up has alot to do with whether or not it gets worked on.

As far as fixing the total AI I still havent heard suggestions that sound like they can be applied to the total AI. Most sound like player preferences for their method of play with the nations they prefer on the game settings they like. Unless we can come up with some formulas that can be play-tested against a "total AI" fix then the basic premise (that there is a problem) is still hanging. Much less a decision that it would be a good idea to fix it.

MStavros November 21st, 2003 06:03 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by MStavros:
I don't think that different AI themes could help at all. The core AI must be changed. We've posted lot of things, that what is wrong with the AI, I am totally sure that those things CAN BE upgraded.

<font size="2" face="sans-serif, arial, verdana">Well, along with other things, how its brought up has alot to do with whether or not it gets worked on.

As far as fixing the total AI I still havent heard suggestions that sound like they can be applied to the total AI. Most sound like player preferences for their method of play with the nations they prefer on the game settings they like. Unless we can come up with some formulas that can be play-tested against a "total AI" fix then the basic premise (that there is a problem) is still hanging. Much less a decision that it would be a good idea to fix it.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hm, I guess we've mentioned all major AI problems here, so the devs can work on these things.
Oh one more thing. If you want to say anything -AI related, please post them here.

Aristoteles November 22nd, 2003 05:29 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Lot of replies we had here, so I post the AI weaknesses list again. [With a little update.]


THE "AI WEAKNESSES" LIST:
1. The AI is massing weak troops
2. The AI won't protect his pretender/commanders/priests/mages
3. The AI won't build forts, maybe 1-2 max, but that is very rare as well.
4. The AI's battlefield tactics could be better
((Example: You can use a few units and put them to the front, the AI will attack them with full force more than likely. Usually the AI's own missile units will kill some or more of its melee units.))
5. The AI is making very odd things. IE. wandering around with his pretender alone from province to province ((the pretender is surely not doing anything, since it is moving in all turns. - and it is doing this in the border provinces! - the AI pretenders are all dead before turn 20-40 ususally.))
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.
9. The AI is building too many temples ((??????? This is good or bad, I cannot decide.))
10. The AI won't search for magical sites? ((I am not exactly sure, but I have never noticed, that the AI searched for magical sites.))
11. The AI won't use enough priests / it won't use priests to bless his troops in battle

Zerger November 22nd, 2003 08:54 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Hum this is new..the AI won't use enough priests? Are you sure about this? http://forum.shrapnelgames.com/image...s/confused.gif

Nerfix November 22nd, 2003 09:03 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I doubt that. I have seen plenty AI priests.

Gandalf Parker November 22nd, 2003 10:14 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Yet another item on the list that "fixing" it for one nation would make it pretty stupid for another. Then someone would be saying that it made too many.

HJ November 22nd, 2003 10:21 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I've seen plenty of AI priests. Who else would build a temple in every province otherwise? http://forum.shrapnelgames.com/images/icons/icon12.gif

After some prolonged games some points seem to be ok as far as I was able to tell. There are enough mages, commanders have items and gems on them, when the AI has enough troops it sticks them on the border, etc.

However, there are some points that still stick out. The main one is the lack of forts beyond the starting one, which leads to the lack of national units. There are heavy units in those armies (a lot of militia too, but they are there), but they are indie heavy infantry and cavalry, and not national ones. It's kinda odd when you fight IF Ulm and its whole army is brown and not black in color, and not a single templar in sight. This leads to the lack of supply and starving armies as well, since they recruit a lot of cheap units that then require a lot of supply. So this is all interlinked - no forts->reliance on indie militia->cheap units->numerous armies->big supply requirements->starvation due to no supplies->no forts. And they even take cheap forts (usually mausoleums), so it's not like they have to have tons of money to build them. They certainly have no problems with building temples everywhere. Labs are there, but I haven't seen one in provinces that give access to indie mages yet.

Another thing is gem income, which seems to be rather low. Also, it does seem that the AI empowers its pretenders, but I don't know whether it does that to his mages as well, both to make them stronger in their starting paths and to diversify them. If they don't diversify or empower, they cannot do searching very well, and I don't know how the AI handles the site-searching spells and whether it uses them at all. This would also be linked to alchemy - I don't know how the AI handles conVersion of gems, and whether it does that at all, and this would help with empowerment and diversification. Those things are very hard to tell, especially in game that takes so long to get to later stages and hence get a good sample size for judgement, but low gem income is readily observable in score graphs.

[ November 22, 2003, 20:24: Message edited by: HJ ]

Aristoteles November 23rd, 2003 11:14 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I meant, that the AI wont use his priests in battles correctly, IE wont cast enough bless spells etc.

[ November 23, 2003, 09:15: Message edited by: Aristoteles ]

Kristoffer O November 23rd, 2003 12:12 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by HJ:
I've seen plenty of AI priests. Who else would build a temple in every province otherwise? http://forum.shrapnelgames.com/images/icons/icon12.gif

After some prolonged games some points seem to be ok as far as I was able to tell. There are enough mages, commanders have items and gems on them, when the AI has enough troops it sticks them on the border, etc.

However, there are some points that still stick out. The main one is the lack of forts beyond the starting one, which leads to the lack of national units. There are heavy units in those armies (a lot of militia too, but they are there), but they are indie heavy infantry and cavalry, and not national ones. It's kinda odd when you fight IF Ulm and its whole army is brown and not black in color, and not a single templar in sight. This leads to the lack of supply and starving armies as well, since they recruit a lot of cheap units that then require a lot of supply. So this is all interlinked - no forts->reliance on indie militia->cheap units->numerous armies->big supply requirements->starvation due to no supplies->no forts. And they even take cheap forts (usually mausoleums), so it's not like they have to have tons of money to build them. They certainly have no problems with building temples everywhere. Labs are there, but I haven't seen one in provinces that give access to indie mages yet.

<font size="2" face="sans-serif, arial, verdana">The AI gets forts sometimes (events, sites, conquests) and likes to have them, but I do not think it builds them. As you say it would probably do much good if the AI knew where to build forts and saved money to do it when not in war. I suspect that this is the change that would improve tha AI the most. I hope something can be done about it without too much complications. Currently the AI is somewhat based upon each individual commander. Together they work as an ant hill, but the ant hill itself has few goals. To add a queen to the hive mind will probably not be easy (and I suspect that a queen is needed to decide where to build a castle).

Quote:

Another thing is gem income, which seems to be rather low. Also, it does seem that the AI empowers its pretenders, but I don't know whether it does that to his mages as well, both to make them stronger in their starting paths and to diversify them. If they don't diversify or empower, they cannot do searching very well, and I don't know how the AI handles the site-searching spells and whether it uses them at all. This would also be linked to alchemy - I don't know how the AI handles conVersion of gems, and whether it does that at all, and this would help with empowerment and diversification. Those things are very hard to tell, especially in game that takes so long to get to later stages and hence get a good sample size for judgement, but low gem income is readily observable in score graphs.
<font size="2" face="sans-serif, arial, verdana">The AI empowers mages. I have come across a mystic with 7 astral that doomed my poor tartatian titans when I stormed the Arcoscephalian home.

I'm not sure to what extent the AI uses search spells. It generally prefers normal search i believe.

Mortifer November 23rd, 2003 03:06 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
That list from Aristoteles is valid, but I do not agree about the priests. The AI is building many priests.

Gandalf Parker November 23rd, 2003 07:54 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
hey Kristoffer,
I know I can start a player as human then change it to be AI. Is there any way to change from AI to human? That would allow us to see what the AI is doing and verify if the list is generally vaoid or not.

HJ November 23rd, 2003 09:40 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Kristoffer O:
The AI gets forts sometimes (events, sites, conquests) and likes to have them, but I do not think it builds them. As you say it would probably do much good if the AI knew where to build forts and saved money to do it when not in war. I suspect that this is the change that would improve tha AI the most. I hope something can be done about it without too much complications. Currently the AI is somewhat based upon each individual commander. Together they work as an ant hill, but the ant hill itself has few goals. To add a queen to the hive mind will probably not be easy (and I suspect that a queen is needed to decide where to build a castle).
<font size="2" face="sans-serif, arial, verdana">Thanks for the reply, Kristoffer.
I wouldn't know much about AI coding, but what formula you use for temples? Is it just "build temple in every province" or some other things also influence the decision? The thing is that I don't know what map characteristics the AI can recognize and take into account. JK said in another thread that it doesn't recognize victory points, so I wouldn' know what to suggest exactly since I don't know what parameters are there to draw upon.
For example, if it can recognize the indie troops recruitable in the province, it might be good to build the lab in the province where indie mages are available. Likewise, you can give it an algorythm to have a chance to build a fort if there is some high quality troop avalable (knights or amazons) and the province has high income/population at the same time, and is far enough apart from previous fort (taking supply into account). This would give them both access to more resources/money and higher quality troops, both indie and national ones. It might not be placed in the most strategic postition, and it might seem a bit arbitrary, but it would surely be better for the game. And it would also not be as common so as to build them everywhere all the time, and destroy the economy in the process. The random variable would help with that as well, so that the fort is not necessarily built even if requirements are there, but rather has a chance to be built so as to not overload the economy.
As for strategic placements, those are very context dependent. But maybe something with number of dryland neighbours in addition to some other parameters, to make it more likely to fortify choke points? It could result in something like a Maginot line, but then again, it would still provide supply and recruitment options at the same time.
As to hive mind vs. ant hill, again, the question would be what is the algorythm for temple building. Some of those independently thinking commanders are building temples, so the money for them either has to be saved, or is taken before troop recruitment. If there is a way to determine the sequence the money is spent, i.e. first on buildings and then on troops, maybe it would be a viable option. So the AI would first evaluate whether to build buildings, and then spend the rest on troops. If not enough money is available for a building, or there are no locations that match the requirements, then it would go on with recruiting troops. This could possibly circumvent the problem of scripting queen mind.
Also, the AI seems rather good when determining where and how much provincial defense to buy. It would seem that it's taking enemy presence into account. Maybe some parts of this algorythm could also be used in fort building decisions?

Quote:

Originally posted by Kristoffer O:
The AI empowers mages. I have come across a mystic with 7 astral that doomed my poor tartatian titans when I stormed the Arcoscephalian home.

I'm not sure to what extent the AI uses search spells. It generally prefers normal search i believe.

<font size="2" face="sans-serif, arial, verdana">This is very good to hear. The only thing I am not sure about is diversification and corresponding alchemy then. For example, will there be any Ulmish smiths with astral magic on them? If this is possible to script somehow, and again make it rare enough so that not all gems are wasted on empowerment and alchemy/diversification and that not every mage needs to get them, this could in theory greatly help both site searching ability, and magical threats that AI is able to field.
Building labs to recruit indie mages could also be an aid to this (this is the easiest way to diversify probably). Even though most of them would still have to be empowered, it would help to find the sites otherwise unavailable to the nation, and in fact ease the empowerment of both indie mages and the national ones.
Btw, I guess that the summons work ok, meaning that the AI will summon creatures if able to do so? Global enchantments don't seem to be a problem at all if they can cast them.

And Lastly, I just summoned my first Tartarian titan Last night. This game is great. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 23, 2003, 20:28: Message edited by: HJ ]

Mortifer November 23rd, 2003 09:45 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Gandalf Parker:
hey Kristoffer,
I know I can start a player as human then change it to be AI. Is there any way to change from AI to human? That would allow us to see what the AI is doing and verify if the list is generally vaoid or not.

<font size="2" face="sans-serif, arial, verdana">Someone already had this suggestion, as a 'special debug mode'.
This would help a LOT indeed.

MStavros November 24th, 2003 11:03 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Mortifer:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Gandalf Parker:
hey Kristoffer,
I know I can start a player as human then change it to be AI. Is there any way to change from AI to human? That would allow us to see what the AI is doing and verify if the list is generally vaoid or not.

<font size="2" face="sans-serif, arial, verdana">Someone already had this suggestion, as a 'special debug mode'.
This would help a LOT indeed.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yup. I agree with this..and yup, someone had mentioned this already.

Particle November 24th, 2003 07:12 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Mmmmmmmm I've seen many AI priests...so this can't be a problem. The other mentioned things on your 'list' are very valid however.

Taqwus November 24th, 2003 10:55 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Tactical AI note:
It would be rather helpful if mages would refrain from casting damaging-aura spells (notably Breath of Winter and Soul Vortex) if next to non-immune friendlies. A Jade Emperor of mine chose to kill his Celestial Master prophet that way; what's worse was that it had absolutely no point, because the enemy had no mages, fliers or summoning-items and never even got close to getting past my front line, let alone near the pretender.

(Variation: As R'lyeh, once one of my Sea Kings (whom I'd deliberately put waaay back to avoid this problem) cast Breath of Winter and then ran to be next to my non-cold-immune Starspawn. This again had no particular purpose.)

[ November 24, 2003, 20:57: Message edited by: Taqwus ]

Particle November 25th, 2003 04:07 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Taqwus:
Tactical AI note:
It would be rather helpful if mages would refrain from casting damaging-aura spells (notably Breath of Winter and Soul Vortex) if next to non-immune friendlies. A Jade Emperor of mine chose to kill his Celestial Master prophet that way; what's worse was that it had absolutely no point, because the enemy had no mages, fliers or summoning-items and never even got close to getting past my front line, let alone near the pretender.

(Variation: As R'lyeh, once one of my Sea Kings (whom I'd deliberately put waaay back to avoid this problem) cast Breath of Winter and then ran to be next to my non-cold-immune Starspawn. This again had no particular purpose.)

<font size="2" face="sans-serif, arial, verdana">Hehe, I've seen mistakes like that! http://forum.shrapnelgames.com/images/icons/icon10.gif
I think there are lot more problems with the AI mages, since the AI is not builsing too many mages/wizards/etc.
Just a lill comprasion: The AI builds lot more priests, than mages!

Nerfix November 25th, 2003 04:34 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Taqwus:
Tactical AI note:
It would be rather helpful if mages would refrain from casting damaging-aura spells (notably Breath of Winter and Soul Vortex) if next to non-immune friendlies. A Jade Emperor of mine chose to kill his Celestial Master prophet that way; what's worse was that it had absolutely no point, because the enemy had no mages, fliers or summoning-items and never even got close to getting past my front line, let alone near the pretender.

(Variation: As R'lyeh, once one of my Sea Kings (whom I'd deliberately put waaay back to avoid this problem) cast Breath of Winter and then ran to be next to my non-cold-immune Starspawn. This again had no particular purpose.)

<font size="2" face="sans-serif, arial, verdana">A Jade Emperor with Death magic? Where do you ppl get those design points? http://forum.shrapnelgames.com/images/icons/icon9.gif

Yes, i hate when this happens. This is why i spread my mages. The mages also seem o be way too happy of casting Fire/Astral/Air Shield and other self-buff spells.

Taqwus November 25th, 2003 05:59 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
To clarify, the Jade Emperor didn't have death magic, if memory serves; he used only Breath of Winter. Soul Vortex I mentioned because of its similar "hurt those nearby" effect.
'course, the same could hold for certain battle summons, hm -- notably fire elementals for their heat-radiating effect. That's somewhat more controllable, 'tho, as even the lesser elementals require gems now.

licker November 25th, 2003 06:14 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Another AI tactical glitch...

It was the penultimate battle between Marignon (me) and Pythum (him). I caught his main army to smash it so that I could freely seige his home province.

Pythum had 2 Hydras and 5-6 (I forget exactly) baby Hydrai. He also had about 100 assorted infantry and 5 or 6 commanders (not real important). He set the Hydrai in the front center of the battle with attack closest (I assume, cuz that's what they did), and the rest of his hoard of infantry about 2 turns movement behind the hydrai (also with attack closest apparently). So what happened?

Yep the Hydrai charged forward to be met by my summer lions and a few pikeneers, they proceeded to poison gas a large area though which... his infantry proceeded to rush though... by the time his infantry met up with my knights and support infantry they were completly poisoned and died veeeeery quickly. I took some poison casualties as well, but heck, he could have beaten me if he could have kept his infantry from getting shredded by 'friendly gas'.

I also saw Arco but chariots *behind* infantry, only to have the chariots rush maddly through the infantry taking down ~25% of them before they even met my forces (yeah I like to sit back and let my xbows and falling fires take their toll http://forum.shrapnelgames.com/images/icons/icon7.gif )

Gandalf Parker November 25th, 2003 06:28 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by licker:
Another AI tactical glitch...

<font size="2" face="sans-serif, arial, verdana">So if hydras, elephants, chariots, mammoths, behemoths, and summons larger than size 2... were all considered Big_Units...

Where would you place them?
What orders would you give them?
How would you change your other formats?
Would you do this all the time or have it be an occassional option?

HJ November 25th, 2003 08:24 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by licker:
Another AI tactical glitch...

<font size="2" face="sans-serif, arial, verdana">So if hydras, elephants, chariots, mammoths, behemoths, and summons larger than size 2... were all considered Big_Units...

Where would you place them?
What orders would you give them?
How would you change your other formats?
Would you do this all the time or have it be an occassional option?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">On the flanks, with attack rearmost. Or in the center on attack closest while everybody else (including commanders) is placed on the flanks. Not ideal solutions, but slightly better than the described ones.

November 25th, 2003 08:41 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Chariots, Elephants, Mammoths you would put in the largest Squad with the best Morale and have them shore up the center if they have lower morale.

Hydra's you are just screwed, have them attack archers or rear while putting them quite far on your flank so they have a chance of not running into the main host and actually not killing half your army.

Behemoths with no morale issue on a flank. Others have other orders http://forum.shrapnelgames.com/images/icons/icon7.gif

LordArioch November 25th, 2003 10:39 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I think the AI's quite difficult...in fact I think I'm going to have to start playing normal AI now. The problem is I like to play games with multiple players, but I'm no match for 3 ai at one time, and inevitably in every game every ai adjacent to me declares war within a few turns, and then cooperate to take over every province I don't have a large army in. There really isn't much I can do at this point...anything I take I lose the turn I move out and trying to take their capitals is complicated by their ultra high level mage pretenders that can defeat whole armies.

Either that or one ai gains in strength and refuses to get weaker even when turn after turn I kill hundreds of his troops at no cost to myself. Ulm did that in one game...I attack a province or two of his, killing hundreds of defenders, and more just flood in and take the province I moved from.

November 25th, 2003 10:52 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Even on Impossible the AI's follow a standard of "He gave me stuff I won't attack for a few rounds especially if he has nearby provinces at 21 or 11 Provincial defense.

For whatever reason, that works on the AI.

Gandalf Parker November 25th, 2003 10:59 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Zen:
Chariots, Elephants, Mammoths you would put in the largest Squad with the best Morale and have them shore up the center if they have lower morale.
Hydra's you are just screwed, have them attack archers or rear while putting them quite far on your flank so they have a chance of not running into the main host and actually not killing half your army.
Behemoths with no morale issue on a flank. Others have other orders

<font size="2" face="sans-serif, arial, verdana">Ummm you kindof missed it. Your answers are good ones but I was asking IF they were all treated as the same unit. If we start recommending AI changes based on each dofferent unit for each nation and each situation then we will be looking at turn processing of 30 minutes http://forum.shrapnelgames.com/images/icons/icon7.gif

November 25th, 2003 11:00 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
I kind of figured that was the case. But couldn't you seperate it into

High_Morale_Big_Unit

and

Low_Morale_Big_Unit

and

Damage_Radius_Big_Unit

?

Zerger November 26th, 2003 11:07 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by LordArioch:
I think the AI's quite difficult...in fact I think I'm going to have to start playing normal AI now. The problem is I like to play games with multiple players, but I'm no match for 3 ai at one time, and inevitably in every game every ai adjacent to me declares war within a few turns, and then cooperate to take over every province I don't have a large army in. There really isn't much I can do at this point...anything I take I lose the turn I move out and trying to take their capitals is complicated by their ultra high level mage pretenders that can defeat whole armies.

Either that or one ai gains in strength and refuses to get weaker even when turn after turn I kill hundreds of his troops at no cost to myself. Ulm did that in one game...I attack a province or two of his, killing hundreds of defenders, and more just flood in and take the province I moved from.

<font size="2" face="sans-serif, arial, verdana">Big map + lot of AIs = hard.
Small or big map + few AIs [1-3] = easy.

Gandalf Parker November 26th, 2003 04:54 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Zen:
I kind of figured that was the case. But couldn't you seperate it into

High_Morale_Big_Unit
Low_Morale_Big_Unit
Damage_Radius_Big_Unit

<font size="2" face="sans-serif, arial, verdana">As it is we are trying to base our suggestions on such generalities as LI (light infantry), HI (heavy infantry), lite cavalry, hvy cavalry, archers, crossbows, longbows, For each nation there is such variation in those types of units that its hard to come up with general AI rules such as "he should build more HI" (which would mess up a nation such as Pangaea)

MStavros December 11th, 2003 11:05 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
What AI tweaks will be done in the first patch?

licker December 11th, 2003 05:46 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Zen:
I kind of figured that was the case. But couldn't you seperate it into

High_Morale_Big_Unit
Low_Morale_Big_Unit
Damage_Radius_Big_Unit

<font size="2" face="sans-serif, arial, verdana">As it is we are trying to base our suggestions on such generalities as LI (light infantry), HI (heavy infantry), lite cavalry, hvy cavalry, archers, crossbows, longbows, For each nation there is such variation in those types of units that its hard to come up with general AI rules such as "he should build more HI" (which would mess up a nation such as Pangaea) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't quite understand your concern Gandalf. I mean if build more HI is bad for Pan, build more LI is bad for Ulm no? I've said it before, each nation (and probably each theme) needs it own set of build preferences. That can be easilly done using the matricies I've talked about before. I've stopped talking about all this though since it appears that the code is not readilly amenable to the kind of changes I'd like to see, so I'm hoping other people will have good ideas that can work within the exisiting code.

Anyway, my point about the hydras and tramplers was that it appeared that the unit placement was the absolute worst possible, not that I expect the AI to be able to prevent all friendly fire casualties. I don't see the AI use the flanks nearly enough, most all of the orders I can figure out for them are fire closest or attack closest, and everything is grouped toward the middle of their positioning screen.

Anyway, the AI isn't bad overall, just that in 1v1 its hosed, but that's gonna be the case anyway http://forum.shrapnelgames.com/images/icons/icon7.gif I've lost every game I started with 10+ AIs because at some point I get ganged by 3 or more at once and eventually they wear me down. Part of that is a function of the 'open' maps that I play on, if I could get a map or a situation where I could get appropriate choke points I figure I could handle 3 AIs at once, assuming that I was able to out expand them in the early game. That doesn't mean to brag, just that the AI, if you can get it into a 1v1 match, is going down on any setting. Three AIs with three small fronts may be 1v3, but it might as well be 1v1, 1v1, 1v1... if you catch my drift http://forum.shrapnelgames.com/images/icons/icon12.gif

Gandalf Parker December 11th, 2003 07:03 PM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
Quote:

Originally posted by licker:
Anyway, the AI isn't bad overall, just that in 1v1 its hosed, but that's gonna be the case anyway http://forum.shrapnelgames.com/images/icons/icon7.gif I've lost every game I started with 10+ AIs because at some point I get ganged by 3 or more at once and eventually they wear me down. Part of that is a function of the 'open' maps that I play on, if I could get a map or a situation where I could get appropriate choke points I figure I could handle 3 AIs at once, assuming that I was able to out expand them in the early game. That doesn't mean to brag, just that the AI, if you can get it into a 1v1 match, is going down on any setting. Three AIs with three small fronts may be 1v3, but it might as well be 1v1, 1v1, 1v1... if you catch my drift http://forum.shrapnelgames.com/images/icons/icon12.gif [/QB]
<font size="2" face="sans-serif, arial, verdana">Chokepoints are actually defined by the #neighbor lines in the .map file. Maybe a script to randomly knock out #neighbor lines would create an interesting game for you. So that provinces which used to have 5 or 6 neighbors might only have 2 or 3.
Things like mountain ranges and extra thick border lines are just visual prompts to the fact that they didnt put a #nighbor line to go that way.

[ December 11, 2003, 17:04: Message edited by: Gandalf Parker ]

NTJedi December 14th, 2003 10:26 AM

Re: Dominions 2. AI. Suggestions, that how to fix it.
 
AI opponents should use more assassins for assassinations on harder difficulty levels.
Either most or all of the time the AI opponents use only spells for assassinations. http://forum.shrapnelgames.com/images/icons/icon9.gif


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