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  #1  
Old October 29th, 2003, 10:47 PM

DominionsFan DominionsFan is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

WOW guys, these are cool ideas! I bet that IW will like them!
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Old October 29th, 2003, 10:56 PM

Zerger Zerger is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Good suggestions...I wonder...how is the strategic AI works? Any devs can give us some infos?
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Old October 29th, 2003, 11:14 PM

licker licker is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Quote:
Originally posted by Zerger:
Good suggestions...I wonder...how is the strategic AI works? Any devs can give us some infos?
Yes it would be good to get some Dev feedback on this issue. Many of the suggestions made may in fact be impractical with the current implementation. I'm hopeful though that scripts do exist that are triggered by various inputs. In that case it should be easier to both modify the scripts (and add new ones) and tweek the inputs to get a better focused AI.

At the least I hope the AI is using some killer combos, if not I hope that ability can be scripted in for them
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Old October 30th, 2003, 12:02 AM

MStavros MStavros is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Yeah some dev feedback would be nice.

One more thing: in my games the AI never built any forts! Is this normal? [I can see this from the graphs]
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Old October 31st, 2003, 02:12 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

I would love to see a scripting language for AIs. Ive said since before Dom 1 that games like this should have one but its probably just my MUD background talking.

It would be great to have player-made scripts. For some that would mean that the great players could create smart scripts for their favorite race so that we solo players could play "them" without playing MP. Or at least get a feel for how we would do against their tactics (a script cant be as good as a player). Of course some scripts would suck but for me (Fanatic of Random) that would be fine also. We could have scripts for playing styles of barbaric horde, home defender, slow careful expander, diplomatic, backstabber, aggressive expander, comes in waves, elite units only, etc etc etc. Then I could write a script to randomly select from the pile for each game (I love it). Player-made scripts will always allow far more variety than one set of programmers straining to think in styles different than they wouild play themselves. OR at least (as it has in some other games) it lets them say "we gave the players the means and they didnt do anything with it".

The problem is that the variables and hooks needed for such scripting to work usually has to be written into the game from the beginning.

[ October 30, 2003, 12:14: Message edited by: Gandalf Parker ]
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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Old October 31st, 2003, 02:30 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

The area of unit selection is really hard to move from complaining to real suggestions. To keep a database of each race and each gaming situation would be extreme. They might as well move the AI to a seperate program so it doesnt slow down the MP play. Many of the people complaining about the AI are playing with independents set at 2 or 3. The strategies and units for such a game would be very different than if it were set in the middle, and that would be different than the high setting. And thats just ONE of the pre-game settings.

OK Ive heard that the AI should not buy cheap units but instead buy a "real army". So insteadof figuring out how to get the most units with the least upkeep (patrolling strtegy) they should buy the most expensive? That would lead to armys of hvy cavalry, which I guess isnt too bad.

Personally I think an AI best bet is to buy everything. Start at the cheapest and buy 1, move up thru the choices then start over. They would reach a point of not being able to buy another hvy cavalry or elephant or hydra and would use up the left over amount on cheap troops so they would end up with slightly more lesser troops than expensive ones. But that wouldnt be too bad.

What about leaders? How do you make sure the AI buys a mix of leaders? It has no memory so it cant say "I bought this Last time and now need to buy this". Hmmmm well actually it might be able to fake that. If turn number divides by 5 evenly then buy the most expensive leader THEN buy troops. *sigh* still not great but maybe it would be better?
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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Old October 31st, 2003, 02:53 AM

Aristoteles Aristoteles is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

I like the idea of this kind of scripting.

Another problem: The AI is sending in his pretenders to fight in the Arena. I think it should send in commanders instead of pretenders.

Forts and castles: I sorta agree with this, in the demo the AI didnt built a single one. Maybe 1 or 2 in like 6 games.

Strategic AI: I am sure that it can be improved but it will need precise scripting, also propably lot of time.
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