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November 13th, 2003, 08:43 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
You could have the AI build a fort if there is a X amount of resources present or if those resources are not present within a 6 Province line then put it in one with most resources that is not adjacent to an enemy.
Also the behavior of an army to build a castle, are they going to take their main force and have them sit there while it's building or just place a small token force (with maybe some Provencials) and have the army more strategically placed.
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November 13th, 2003, 11:34 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by licker:
1 per 4? Why? Should there be a distinction between land and water provinces? Should the number of forts be dependant on the number of players in the game? The size of the map? The cost of the fort?
Its far too easy to just say 'build 1 per X'. Of course doing that may be better than what there currently is, but I'd hope that the analysis of this question would try to incorperate more variables that are easily determined by the AI.
It shouldn't be that hard to find choke points anyway, in fact the simplest way to do it is for the map maker to designate certain provinces as choke points and let the AI work with that information. However, I doubt that is currently supported in the game
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Yes it is lot more complicated, haha.
However, the size of the map really matters?
Right now the AI won't build a fort almost ever.
We should post a nice detailed list that when should the AI build forts.
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November 14th, 2003, 12:00 AM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Maybe we should tell them when we build Fortresses of what type and why.
Then they could code the behavior of the AI to that.
I'm sure the MP guru's who play pure efficency vs themic could come up with some pure formula/reasons to it.
Like, how often in MP do you build a fort turn 10 or below?
Never?
How often in MP do you build a castle between turn 11-15? If so, why and where?
Questions like that.
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November 14th, 2003, 01:26 AM
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Private
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Location: Helsinki, Finland
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Another thing that I think should be looked at is AI dominion design. Now, granted, I'm no pro, but sometimes the AI makes design decisions that are utterly suicidal. It has effectively lost before the game even began. One example, from Dom I would be Marignon with Turmoil 2, Cold 3, Death 3. Can't remember if it had sloth also. Granted, those are worth a lot of points, but I'm pretty sure that whatever the AI bought, it wasn't worth it. In the Dom II demo, turmoil seems to be a favorite of many AI opponents, and I can't figure why, as I'm always strapped for cash. As someone mentioned earlier, human designed pretenders for AIs would probably make a lot of sense. As I play mostly SP, it always pains me (when playing Dom I) to see the AI shoot itself in the foot with an idiotic domain.
Next, some anecdotal evidence of AI brilliance. I was playing Abysia, and was besieging the Tien Ch'i capital. I had Anathemant Something, plus three Warlocks as combat mages (probably not a great choice). Anyway, while sieging, there was a break-out attempt, as there always is. However, this time was different. It consisted of one commander, a mage with 3 Astral and something else, plus a few traditional troops. What happened was that the normal troops drew my army's attention long enough for the mage to slay all three of my Warlocks  with Magic Duel. Naturally, the mage died in the end, but if this was a deliberate move instead of a random happening, it shows an amazing cost/benefit analysis by the AI. Anyway, just wanted to share the story,it gives me some faith in the AI.
K.
__________________
Mental health is an extremely serious issue, which, if not detected and treated early on, will drive you mad.
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November 14th, 2003, 01:51 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by Kaljamaha:
Another thing that I think should be looked at is AI dominion design. Now, granted, I'm no pro, but sometimes the AI makes design decisions that are utterly suicidal. It has effectively lost before the game even began. One example, from Dom I would be Marignon with Turmoil 2, Cold 3, Death 3. Can't remember if it had sloth also. Granted, those are worth a lot of points, but I'm pretty sure that whatever the AI bought, it wasn't worth it. In the Dom II demo, turmoil seems to be a favorite of many AI opponents, and I can't figure why, as I'm always strapped for cash. As someone mentioned earlier, human designed pretenders for AIs would probably make a lot of sense. As I play mostly SP, it always pains me (when playing Dom I) to see the AI shoot itself in the foot with an idiotic domain.
K.
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Yup, I've noticed this also.
As for forts....hrm a complicated question. I would say the AI should build castles 3x or 4x more often than right now. Sometimes I see 1-2 AI castles before turn 40, so 4-8 castles before turn 40 would be ok.
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November 14th, 2003, 10:54 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Just a little addition to the army setup:
IMHO the AI should build 50% LI before turn 10, 40% until turn 15, 30% until turn 25, 25% until turn 30, 20% until turn 40, and >20% after turn 40.
As for the rest of the units, they should be HI - HC - Creatures - Heavy Bow/Xbow of course.
[ November 14, 2003, 20:55: Message edited by: -Storm- ]
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November 15th, 2003, 03:33 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by -Storm-:
Just a little addition to the army setup:
IMHO the AI should build 50% LI before turn 10, 40% until turn 15, 30% until turn 25, 25% until turn 30, 20% until turn 40, and >20% after turn 40.
As for the rest of the units, they should be HI - HC - Creatures - Heavy Bow/Xbow of course.
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Hrmmmmm I dunno. LI is very weak in Dominions 2. I think the AI should avoid to use them, MAYBE if a patch will make LI more useful......until than I don't wanna see LI from the AI at all. They are weak, routing easily etc. etc.
1 suggestion: the AI should use more army Groups on the battlefield, and use some tactics.
[Ok this is nothing new, I guess we all know about this already, but Aristoteles didn't posted any details about the tactics part.]
[ November 15, 2003, 13:33: Message edited by: Zerger ]
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