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Supercombattant pretenders....what about...
What about do not allow the Pretenders to leave their home province?
That would be the best. Why? 1. Supercombattant Pretenders can be abused easily. 2. The AI won't make stupid things, like moving with his pretender from province to province ALONE. The AI is always loosing his pretender very fast. I don't understand that what is the AI is doing with his pretender anyways...IT is always moving it.. So this way both problems would be solved. |
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super combatting pretenders are only half (or a third, YMMV) of the problem. Your forget the numerous SC still available.
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Also you can abuse the AI with it. [ November 02, 2003, 09:10: Message edited by: MStavros ] |
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>These pretender SCs are too cheap in early game.
I know. >Also you can abuse the AI with it. Not just the AI, other players as well. I would love to see the computer AI fielding super combatants when on the impossible level. That would make players lives a bit tougher. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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>Anyways I've made a topic about this, reply there if you want.
-Ok I'm here- I like the idea of having mages/spells that would help repel super combatants. For example, I never use my combatants versus a lizard province. They have lizard shaman that almost always "curse" my combatants. This is perfect. If there were a few more ways that mages could potentially hurt a SC, players could use these spells for defense, plus the computer could scatter a few mages around in indy provinces to deter using SC to steam roll at the game start. That way we can have the strategy of SC's, but also counters for it. If we force pretenders to stay at home or remove the SC abilities, it weakens the game by removing options. I like adding options rather than losing. [ November 02, 2003, 09:28: Message edited by: apoger ] |
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Also you can abuse the AI with it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I agree with this. Quote:
So what can we do??????? The AI cannot defend himself against these early pretender SCs... Damn lot of things are screwed....the strat. AI, and now this...I am so pissed. http://forum.shrapnelgames.com/images/icons/icon9.gif [ November 02, 2003, 11:55: Message edited by: DominionsFAN ] |
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[quote]Originally posted by MStavros:
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Soul slay has seen its range increased. Paralyze is deadly now. Try the new mind bLast, or those Mictlan spiders with their webbing & death attacks. Quote:
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Maybe you should try playing vs different AI nations that the ones you have faced until now. |
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[ November 02, 2003, 13:26: Message edited by: MStavros ] |
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I don't expect the AI to be able to handle a supercombattant, especially in the very early game. But I don't know any AI able to withstand an early rush well either. (Or please name one AI able to handle a very early rush, either in a RTS or a TBS, without cheating) It sounds even like an exploit for me, going in for the kill and wondering why the AI fell that easily.
However, I am not saying anything about what it is like in MP, for a very good reason: I simply don't have enough experience with Dominions in MP so. |
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If the AI has a combatant pretender then he should use it. Thats its purpose and its not disastrous to lose it in combat. As far as the moving it around I think what happens is that the pretender leaves home early with an army but is quickly the only survivor left. What seems to be lacking is not that the pretender shouldnt leave home but that it should recognize when to get reinforcements. |
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#scale_chaos 0 -3 #scale_lazy 0 -3 #scale_cold 0 -3 #scale_death 0 -3 #scale_unluck 0 -3 #scale_unmagic 0 -1 #dominionstr 0 10 #god 0 "Bog Mummy" #xp 500 #mag_fire 10 #mag_air 10 #mag_water 10 #mag_earth 10 #mag_astral 10 #mag_death 10 #mag_nature 10 #mag_blood 10 #additem "Blood Thorn" #additem "Charcoal Shield" #additem "Starshine Skullcap" #additem "Chain mail of Displacement" #additem "Boots of Quickness" #additem "Amulet of Antimagic" #additem "Ring of Tamed Lightning" That's what I used in Doms 1 for an Abysian AI when I wanted a challenge. Copy/paste and replace the '0' by the nation number if you want several tough AIs like this one. And if you find that's not enough, give a preset starting place to your AIs, and add things in that province. Eg, (assuming the Abysia AI starts in province 42): #specstart 0 42 #setland 42 #population 100000 #knownfeature "Summoning Circle" #knownfeature "The Mountain of Power" #commander "Doom Horror" #comname "Gog" #xp 500 #mag_water 5 #mag_astral 15 #mag_death 10 #additem "Amulet of Antimagic" #additem "Ring of Regeneration" #commander "Doom Horror" #comname "Magog" #xp 500 #mag_water 5 #mag_astral 15 #mag_death 10 #additem "Amulet of Antimagic" #additem "Ring of Regeneration" There's nothing like a Doom Horror with fear +30, Quickness, Astral Shield and Soul Vortex to make your day! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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my very first game I used an earth mother. She Lasted about 3 battles until she found machaka and got blinded by a witch-doctor. Sigh.
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The idea is good, but I doubt that it will happen. I say, let IW to update the AI, there is a thread about the weaknesses of the strategic AI. http://www.shrapnelgames.com/cgi-bin...;f=74;t=000191 If those things will be fixed, we are all good. This is a minor thing. If you don't want to abuse the AI, don't build a pretender SC. |
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Some of the most disastrous combinations of late-summons creatures or even pretenders showed up as the AIs prophets and extra units. If I got to know the map too well I just re-ran the script and re-scattered everything. |
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[ November 02, 2003, 17:16: Message edited by: Particle ] |
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my question concerning the strategic AI is this: If it is indeed as weak as ppl are claiming it is, then what happened between Dominions 1 and dominions 2? Granted the AI in Dom1 wasn't the "end all, be all" of AI, but it was decent enough, hell, it can still give me a very big run for my money....so, what happened between the 2 games?
Something had to have happened during the final stages of development, where the beta testers couldn't have caught it. If they were saying that the ai was great, but now, completely new guys are stomping it, then something had to happen towards the end, right? It either has to be something to do with a late-stage development code change or data change somewhere....or, the ppl that are saying that they can wipe the virtual floor with the AI are either lying about it (NOTE: I AM NOT SAYING ANYONE IS LYING, THIS IS JUST A POSSIBLE OPTION!!!!!!!!)....or, they are setting the game up strange or something along those lines.... Now, if it is indeed something went wrong in the late stages of development, then possibly IW will be able to find it easy enough....and fix it of course.... |
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I think the people finding it easy are making rampaging supercombat pretenders. That's like being amazed the dom1 ai was easy when you played as caelum and air elementaled it to death.
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In any case, Curse has no defense and is always nasty; Blindness, Seven Year Fever and Soul Slay are all serious setbacks if they get through MR (and there is always some chance). Life drain won't help against any of those. And of course the old Favorites, Black Bow of Botulf and Ethereal Crossbow; they now have a new friend, Vision's Foe. (RoF one per 3 rounds, but if it hits it is armor negating and automatically causes an eye loss with each hit - I saw no mention of an MR save. Air 1 Death 1 Cons 4 IIRC.) Eye Shields, Totem Shields, Knife of the Damned (I think this causes curse even if it fails to damage, but not sure), Heart Finder Sword and Shields of the Accursed still work well too. These are all non-artifacts that can be forged for reasonable cost. Although Elemental Hauberk provides 100% resistance to fire, frost and lightning cheaply and easily (IW: if you're reading this, make that 50% resistance to fire, frost and lightning. No non-artifact should have 3 permanent immunities.), you still have to devote a separate item slot to poison or take your chances with Bog Beasts, Hydras, Poison Cloud, Snake Bladder Sticks and the new Serpent Kris. Regeneration and life drain will help offset poison - unless you're also cursed, in which case the poison is very likely to cause afflictions even if it doesn't kill you. Anything can be seriously weakened by afflictions. Generally, things that aren't too badly bothered by blindness will be rendered useless by feeblemind and vice versa. The Void Lord might be an exception - feeblemind would be inconvenient but not necessarily incapacitating - but he can still be crippled, weakened, chest wounded, and possibly lose an arm. Even if the enemy is Arco or can cast Gift of Health, afflicting a SC takes it out of action for a while. Curse and horror mark are gifts that keep on giving. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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IW want to make money, and at least half of the players who will buy Dominions II. will prefer SP. [I think that even lot more.] So IW must do their best with the SP part as well, regardless of your opinion. You are living in the past. This is not Dominions I. [ November 02, 2003, 22:36: Message edited by: -Storm- ] |
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You can use crossbows to take out SC's. Just give them order fire large monsters. In larger Groups with aim spell they can be deadly for them even in early stages.
But there are some items that really shine against them. Piercer (crossbow): Damage: 12 (armor negating) Precision: 10 Attacks: 1 per 2 rounds Range: 35 Ammo: 12 Costs: 5 earth and 5 air gems 2nd construction level and earth 1+air 1 mage. You can get this one in demo. Just give it to some cheap nature mage (druid or cheaper will do), give him order to cast eagle eyes and fire large monsters. Ethereal Crossbow I call this SC killer. Damage: 999 (armor negating) - whatever it hits, it kills. Precision: 5 Attacks: 1 per 2 rounds Range: 35 Ammo: 12 Costs 5 astral gems!!!!!!!!! Requires astral level 1 mage and level 6 in construction. This thing is even cheaper to build then Piercer and is just plain deadly. Method to use is similar to Piercer, but the effect is much better. You can also build eye that increases precision and give it to your commander for increased hit ratio. Air shield gives 80% protection against missiles so its possible to hit SC even with air shield on. You just need to field a group of those sniper-commanders. |
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MAYBE the players can defend against it, but the AI is screwed. |
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In Dom I, the Ethereal Crossbow allowed a MR save - the target was only killed if it failed. Most supercombatants have high MR. Was this actually changed in Dom II, or does it still have the MR save? If the latter, then Piercers combined with Curse would probably be more effective. |
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There is also visions foe, an armor negating arbalest that causes eye loss. do not recall research level.
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In all 5 games I have played with any sort of SC by turn 40 they never had any eyes left. What is it with Giants and missing eyes. *sigh* Sammual - The Blind |
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[ November 03, 2003, 06:43: Message edited by: Saber Cherry ] |
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more frequently. It also makes the Cyclops alot less attractive. ;-) |
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IW want to make money, and at least half of the players who will buy Dominions II. will prefer SP. [I think that even lot more.] So IW must do their best with the SP part as well, regardless of your opinion. You are living in the past. This is not Dominions I. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes yes. |
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This means that the hella lot of Posts / suggestions about 'how to improve the strategic AI' were totally pointless? Are you kidding? Also what is your point at all? I don't understad you. We all know that you are a multiplayer, and no one cares about this. No one was whining about that. You are constantly flaming the people, who trying to make suggestions about the strategic AI. I think that at least 60% of the players would be lot happier with a better strategical AI. You know this is not a MP game only. Yes we are near this annoying topic once again. I haven't seen a constructive post from you about the strategical AI, you are just babbling about the same thing over and over. http://forum.shrapnelgames.com/image...s/rolleyes.gif [ November 03, 2003, 11:42: Message edited by: Mortifer ] |
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Sammual |
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Hopefully the AI scripter can make improvements in those things on the list. We don't need any promises, we won't demand anything..at least me. I love this game, and I want to help to you to make it even lot better, via a lot better strategic AI. better strategic AI -> better, more enjoyable SP -> happier players & fans. I think this is all clear. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Yup, trollish Posts are gone (the ai sucks etc.), and very good suggestions can be found now in the AI thread.
Just check them out and try to solve the problems with it. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Someone: it's so easy to abuse the AI with an SC pretender in SP, fix this asap. Me: it's not that important, there are workarounds to this: (1) if you don't want to abuse the AI, just don't abuse the AI - IOW, don't field a SC pretender. (2) edit the map files to improve the AI starting position. (Note: no flames) Someone: Improving the AI is VERY important. Nagot you're selfish. Angry smileys. (Note: no argument. First flame) Me: but there are workarounds! Try them out. (Note: still no flames from me) Someone: Nagot you're wrong. AI is very important regardless of your suggestion. You're living in the past. (Note: More flames) Me: replying (with arguments) in the same sarcastic tone (past -> future), so flame for flame. But note I wrote "I truly hope IW will prove me wrong". So, who's to blame for the flames? Quote:
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Hey Nagot, can't you stop plz?
IMHO improving the strategic AI. should be the #1. on the priority list. It is very important, and no I won't and can't script. Scripts wont raise the quality of the AI. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
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Not quite though. I do have a question for you: how would you write a script to make the AI build more heavy troops? I mean, what file would you tweak? I don't ask you to explain how you would write the script though. http://forum.shrapnelgames.com/images/icons/icon12.gif Or did I miss this part? |
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Alas to be fair, you can only script initial starting positions for the AI. Sure, it dont differs from 99% of our so called strategy games, where the AI is given numerical advantages, but thats all.
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Not quite though. I do have a question for you: how would you write a script to make the AI build more heavy troops? I mean, what file would you tweak? I don't ask you to explain how you would write the script though. http://forum.shrapnelgames.com/images/icons/icon12.gif Or did I miss this part? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is ridicolous. Let the devs to upgrade the AI plz. Scripting map files won't help. The AI will be the same. Yes it will offer a bigger challange, but the core of the AI won't change. also WHO CAN SCRIPT LIKE THAT? http://forum.shrapnelgames.com/images/icons/icon8.gif |
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I dunno about the rest of you, but it seems to me that bugs and balance will be the first things addressed, mostly becasue they are easier to tackle from a codeing standpoint (or in the case of difficult bugs, more important to fix).
Something that is lost in this discussion is that in the process of fixing these bugs, and redoing some balance issues the AI may get a boost from no longer suffereing due to an erronious or poor initial design. That said, improving the AI (*not simply making difficult maps) should always be in the mind of the players and developers, and I'd guess that Illwinter is interested in continuing to improve the entire game, including the AI. Besides, the fact remains that the majority of game time is going to be SP, I'd estimate it at 80%. And while its nice to say things like 'don't cheese the AI if you don't want to' what I really want is for the AI to be able to 'cheese' me. |
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Where did you read I asked the devs not to care about the AI, or in Nagot post for that matter? There is quite a difference between saying, like Nagot said, "AI should not be the first concern for the devs" (or somethign along these liens), and saying "Don't touch the AI".
There may be another factor as well. Changing balance in drastic ways may very well alter the AI. Say you are tweaking the balance between light and heavy units. The AI will have to be changed accordingly. Say you are making magic more/less expensive, supercombattants less common, or something else. The AI will once again have to be modified, and perhaps even important changes. I would believe these important balance changes will be settled, along with bug fixes among other problems, before the AI is completely tweaked. Still, some changes are currently going on for the AI, in particular fields. (The AI doesn't like to build castles, and Kristoffer asked for suggestions about this matter) But I would not expect the developer(s?) involved with the AI to make a much improved AI while handling all the other requests/bugs/balance concerns/add as needed in a short amount of time. (Except if Illwinter had managed to master the flow of time) As for these scripts, I will let Nagot speak about this topic. (Apart from modifying the starting provinces, that is to say, the things lurking in the map file) |
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#commander "Commander of Ulm" #units 50 "Guardian" Repeat a few times, enough for their upkeep to eat most of the AI's initial income. With that you won't see the AI building many light troops for some turns. |
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#commander "Commander of Ulm" #units 50 "Guardian" Repeat a few times, enough for their upkeep to eat most of the AI's initial income. With that you won't see the AI building many light troops for some turns. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">"something like"....."for some turns".....yes this made lot of sense. http://forum.shrapnelgames.com/image...s/rolleyes.gif Gandalf had made a very challenging map. Yes you can script like that, it will be more fun to play, but it is nothing more just a preset startup. The AI is the same, I won't tell you one more time Sure the devs will need lot of time to update everything, but hey, we can wait. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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What improving an AI does is lengthen the lifetime of the game, if you can beat the AI too easilly its not going to be that interesting to try to beat the AI again using a different tact. If the AI can jump up on you, well then you'll stick at it longer. The standard (BS) reply to that is 'go play some MP' but it is BS because not everyone can, or cares to, play MP. Especially PBEM where a game takes months. An improved AI benefits everyone, other than the people who *never* play SP and *never* include AIs in their MP, and you'd have to do some work to convince me that those people even exist http://forum.shrapnelgames.com/images/icons/icon12.gif Lets agree though that no one said improving the AI was a bad thing. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Bugs and balance should certainly be top priority, and balance may even help AI.
However...although I do play single player, including an AI in a MP game wouldn't be very fun. AI's and human players should not be mixed...it becomes a game of abusing the AI to get advantage. No game as complex as dominions is going to have an AI with no weaknesses, and putting one in MP is just asking people to beat it up for its riches. And if PBEM takes too long for you try a networked game. Mine's past turn 20 and it got set up Last week. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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KO has replied in the AI's thread yesterday:
"I got an idea regarding AI dependancy on LI when I was away. Vacations are 'foyson' for the mind. Regarding fort construction. I'm not sure how the AI works, but where would you build a fortress? Consider fort type, nation, geography, income, resources etc. What is the most important matter? How should they be weighted? How much shall current wars affect the spending of time and money. What army should build the fortress? I wouldn't mind a numerical evaluation of this such as: Castle cost / 2 < Income + res + gem income x 25 + neighbors x 5 Add a couple of other conditions. Just to make you think. Eventually it might result in something good." The devs ARE wishing to upgrade the AI., and we MUST HELP TO THEM WITH IDEAS AND REPORTS. Stop TROLLING HERE Nagot Gick Fel! http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/blush.gif [ November 03, 2003, 12:10: Message edited by: Particle ] |
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