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-   -   [SP] Changing AI settings in a running game (http://forum.shrapnelgames.com/showthread.php?t=33645)

QXel March 6th, 2007 01:38 PM

[SP] Changing AI settings in a running game
 
Hello everybody.

I was try to start a game with man-made Pretenders to counter the fact the AI choose often impossible Dominions settings or irrational choices in Pretenders design, with the intentions to just begin game, and get them computer controled at the first turn (I saw a post on this subject around here ...).

So, I do it last evening for the first time, but I was disapointed when I saw the message that this gamer was now computer controled with an standard AI & random behavior ... I'll hope I could change these settings the same way I chosed AI in a game creation ... Is it a way of doing this ? I even searched in command line options to see if I could set this by default but ... nope, nothing at all.

Another question : I start game, turn 1, and became computer controled ... Is the turn 1 playing by the AI or not ?
In others words : does the control granted to the computer at once, at the end of the turn or the beginning of the next turn ?

Thanks for any answers.

CharonJr March 6th, 2007 01:44 PM

Re: [SP] Changing AI settings in a running game
 
Hehe, take a look in the mod forums, I asked a question there concerning more or less the same subject http://forum.shrapnelgames.com/images/smilies/wink.gif

And yes, I am wondering when the AI takes control, too.

CharonJr

Edi March 6th, 2007 01:48 PM

Re: [SP] Changing AI settings in a running game
 
The switchover is immediate, i.e. the AI will take over and do the switched players' turns, afaik.

This would make a good feature request, being able to set AI level when going AI, so even if you don't get the extra pretender points to use, it'd still be good.

Another good thing would be if it were possible to create pretender gods for the different AI levels, fully utilizing the bonus points and then being able to check a box called "Load random AI pretender" for that AI level.

That way you could have lots of different AI pretenders ready for each nation and you would get to face some random bad-*** from the list, never quite knowing which one comes up.

Edi

CharonJr March 6th, 2007 01:49 PM

Re: [SP] Changing AI settings in a running game
 
Yup, I am more or less trying to achieve the same by a mod, but a build in feature would be great.

CharonJr

thejeff March 6th, 2007 01:49 PM

Re: [SP] Changing AI settings in a running game
 
The AI gives orders on the turn you give it control. Any orders you'd given on that turn are ignored.

It should use your pretender design, which can be an advantage.

QXel March 6th, 2007 01:56 PM

Re: [SP] Changing AI settings in a running game
 
Well guys, you're amazingly fast !

Ok, one answer left, now. I know AI take control at once, but is it really NO WAY to adjust the AI level or behavior ?

It would be sad, because playing against a normal AI, even with an incredibly perfect-tuned Pretenders designed by MySelf ;op, I don't think it would be a great challenge ...

Thanks for you all.

P.S.: CharonJr, I'll will find & look at your post. Thanks.
Edit: this one

Gandalf Parker March 6th, 2007 02:18 PM

Re: [SP] Changing AI settings in a running game
 
Adjusting the level wouldnt have much effect since that only sets the points for initial creation of pretender and scales (less than you, equal to you, more than you). To achieve an Impossible AI would require that you create a god with too many points (very difficult to do) and turn cheating-checks off for the game (not a good idea if players know thats been done)

You can create a nation with many boosts above the normal player as a MOD'd nation and put it in the game.

You can also use map commands to create a nation. Set the pretender (even ones not normally allowed), set scales beyond normal, give magic to the pretender, assign units (even if not normally available), give equipment, give them extra magic sites (evenother nations national sites I think), give that nation certain starting spell already researched, give them extra start provinces, an extra castle or lab or temples. And one advantage over MODs is that the players do not have to have a copy of the .map file with ability to see what the AI got.

I find it easiest to build a text file of the nation, then I can make a copy of the map and append that nation to it. Oh yeah, you can also set the AI to being an AI from the start. AND you can set the AI to be allied with other AIs (which you might also have built).

Quicky list of map commands
http://www.dom3minions.com/docs/map_qref.txt

an example of it being done. The D.A.R.E. alliance. 3 AI nations next to each other with sibling gods, that have already taken control of a big piece of the map.
http://www.dom2minions.com/WEvsTHEM.shtml

Edi March 6th, 2007 03:06 PM

Re: [SP] Changing AI settings in a running game
 
Gandalf, I do not think it would be too difficult to get things working if it were done in the manner I suggested. Allow creation of pretenders with too many points and make those usable by AI only. Random selection from precreated AI pretenders for the nations would solve that.

It'd give the AI the point boost and decently designed pretenders to start with while placing it on the map randomly so there would be no beforehand knowledge of its location the way there is if you must manually turn a nation AI. It would require some tweaks to the UI and some more options for the Game Tools, namely Game Tools - Create Pretender - Fork
Fork 1: Human controlled - Era - Nation - <design pretender & save it>
Fork 2: AI controlled - AI level - Era - Nation - <design & save>

Then have in game creation when adding nations a checkbox "Use pretender from premade list" where it randomly draws a pretender from the list appropriate for that AI level and nation if checked and randomly creates one (like now) if left unchecked.

I'm no programmer, but it'd be nice to hear a programmer's point of view on this.

Edi

Graeme Dice March 6th, 2007 03:08 PM

Re: [SP] Changing AI settings in a running game
 
Quote:

Gandalf Parker said:
Adjusting the level wouldnt have much effect since that only sets the points for initial creation of pretender and scales (less than you, equal to you, more than you).

I'm fairly sure that the AI does receive resource and gold income bonuses when set on levels higher than average difficulty.

Gandalf Parker March 6th, 2007 04:05 PM

Re: [SP] Changing AI settings in a running game
 
Come to think of it....
it might be possible to do it with mods as they are now.

If you make a MOD which creates a nation called The Horde in slot 75, create the list of pretenders it can use, modify them, create national spells, units etc etc. Then 75 should appear as a possible opponent which can be set as AI at the beginning of the game letting you choose its difficulty and play mode, and letting the game position it on the map.

It seems reasonable but I rarely play with mods so Im not sure. Someone might ask in the MOD subforum since I beleve some mods already exist for unblanaced nations that are meant soley as better AI opponents

Gandalf Parker March 6th, 2007 04:38 PM

Re: [SP] Changing AI settings in a running game
 
Quote:

Graeme Dice said:
Quote:

Gandalf Parker said:
Adjusting the level wouldnt have much effect since that only sets the points for initial creation of pretender and scales (less than you, equal to you, more than you).

I'm fairly sure that the AI does receive resource and gold income bonuses when set on levels higher than average difficulty.

Thank you for that.
All right. I couldnt find where Johan had posted here the info we had in beta testing so I went back there and asked. He has given permission to post the exact formula.

Quote:

Johan K said:
Resource, magic gem and money bonuses are -30, 0, 30, 60, 100%
Design point bonuses are 0, 0, +50, +100, +150 pnts



mivayan March 6th, 2007 08:00 PM

Re: [SP] Changing AI settings in a running game
 
Quote:

Edi said:
Allow creation of pretenders with too many points and make those usable by AI only. Random selection from precreated AI pretenders for the nations would solve that.

It would require some tweaks to the UI and some more options for the Game Tools, (...)

Or just a -useCustomAIgod command line switch which uses normal pretender files which you have to manually put in the savedgames\aiCustomGods directory. Then people can distribute their best compilations.

The AI wont get the 150 bonus design points for max difficulty, but they are insignificant compared to +100% money/resources/gems.

Gandalf: thanks for those numbers.

Gandalf Parker March 6th, 2007 08:09 PM

Re: [SP] Changing AI settings in a running game
 
I agree. Seeing those numbers I think its abit overbearing.
But on the other hand, since many feel the AI is a cake-walk I guess its not worth suggesting a change.

On the shared compilations, thats been possible since Dom2 with map commands. But numerous requests didnt seem to get any action. Now maybe with the RandomMap program coming to bloom we might see some.

QXel March 7th, 2007 01:20 PM

Re: [SP] Changing AI settings in a running game
 
Well,

If I read between the lines, there is no in-game way to change AI settings after game creation, and even if it exists, it will be useless because it's change only the pool of points available for AI's Pretender design and start-up advantage : gold, resources, troops, ...

Am I correct ?

It seems that I am going to script map or mods in a way or an other ...
Well, so, expect to see me on the map/mod forum soon ;o)

Thanks to you all.

Graeme Dice March 7th, 2007 01:31 PM

Re: [SP] Changing AI settings in a running game
 
Not quite. The AI does get a boost in its resource and gold production every turn on higher difficulty levels.

Gandalf Parker March 7th, 2007 04:22 PM

Re: [SP] Changing AI settings in a running game
 
But its true that, as far as I know, there is no way to change that mid-game.

And AI settings done by map commands also cannot be changed mid-game.

There is a way (for now unless Johan decides it should be blocked) to make mid-game changes using MODs but it has some disadvantages. Everyone has to have the mod running when the game was started, even if only a blank placeholder version. Then everyone has to receive the changed version later which gives them the advantage of reading it.

Folket March 8th, 2007 08:08 AM

Re: [SP] Changing AI settings in a running game
 
If the mod only changes the AI there is no reason to sent it to the clients. Only the server need to have the latest version.

Gandalf Parker March 8th, 2007 01:46 PM

Re: [SP] Changing AI settings in a running game
 
Sounds good but Im not sure if it works.
Ive been meaning to test some things and see if I can get a mod at the host end to change things that dont have to be at the players end. Some great scenario options would be possible if its true. If anyone has tested it, please let me know the results.


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