
November 8th, 2004, 12:44 AM
|
 |
Private
|
|
Join Date: Mar 2004
Posts: 19
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The Dominions 3: \"Wishlist\"
More Diplomatic Options- trade - money, territory, units
- cooperation - ceasefire, safe passage, joint efforts
- victory - voting (ala MoO1), pantheon (with primary victor), domination (to end boring endgames)
Building Scripts- recurring recruiting - I'd like a Sage every turn, please
- equipping - create items a, b, c, and d for my Bane Lord
Other- the Dwarven Hammer should be auto-assigned to the forger of the most expensive item - playing "who has the Dwarven Hammer?" is boring
- a multi-turn "auto-move and search for magic sites" order would be nice
- 3D for just pretenders would look cool
Geeking out on the AI
The only things really needed for an AI are the current situation (the map, troop locations, money/gem levels, etc.) and a list of valid orders (build troops, cast spells, attack, etc.). A summary of the previous turn would be nice, too.
What would be needed then is: - CP - a text-based, human-readable file describing the current position (also CP', CP'', etc.)
- O - a list o1, o2, ... on of operations (e.g. o5 might be "build n soldiers of type x in area a")
- V(oi) - a function that determines whether oi is valid given the current game position, where oi is an instantiated rule (e.g. oi might be "build 1 hypasist in Great Waste")
- L - a list of moves that the AI wishes to make this turn (this will be the file sent to the server)
- A(CP, oi, L) -> (CP', L') a function that applies oi to CP, resulting in CP' and adding the appropiate entry to L, resulting in L'
|