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Old March 16th, 2007, 09:13 PM

mivayan mivayan is offline
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Default Re: Atten Devs: AI (Rules-based dynamic scripting?

Quote:
Arralen said:
scripting
Modding isn't comparable with AI scripting, because the mod commands are simply read in and the 'standard values' (variables) replaced before a turns orders are evaluated.
Perhaps if dom4 happens we could mod a lot of numbers that are currently hardcoded. Like how important it is to spend gold on cavalry/infantry/mages. Make an ai nation more likely to research conjuration first.

Quote:
external AI
Because the turn results are basically re-created based on the game rules, active mods and the turns random seed(s), an external AI would need to do the same to get the full overview over a turns results: One would have to redo Dom3 in the AI code to be able to do that. Might as well use the game engine itself ..

Only the battle replays are re-created when viewing a turn. Not messages and such. When the wrong battle replay bugs happened, the message report still fit the units you had afterwards, but the battle replay didn't (iirc). As long as the AI doesn't try to analyze what went wrong in a battle, this shouldn't matter.

If the file format is made public for an AI project, it might still be possible to see what units were deployed where at the start of battle. And the *exact* orders the enemy scripted his units with... which isn't normally available... so here's a small *unavoidable* cheating opportunity.

Quote:
Quote:
It should be noted that the existence of
super-tactics in a game is actually an indication of bad game-design,
because they make the game too hard when employed by the computer,
and too easy when employed by the human player.
Dominions is badly designed, scientifically speaking
Sounds like supertactics are things that require specific counters and will annihillate the unprepared... like everything after turn 30?
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