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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old October 19th, 2004, 12:53 PM

RadiantFleet RadiantFleet is offline
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Default Re: dom 3 wish: mod AI

I'm confused too. If Zooko is saying, let modders add new battle orders programmed via python, I think that would be an awesome idea. It would also be nice to be able to use this same concept at the macro level with AI control of nations.

Kristoffer, clearly you guys are great programmers judging by the quality of Dom and CoE (and the clear improvement curve between them!). However, if you need some pointers regarding integrating a python engine, please ask. Myself, and I'm sure other folks on the board are software developers with a great deal experience at simlar tasks.

Part of my interest in seeing a better AI for Dom 3 is because of having written so many "AI" type systems. Unfortunately, none of them have been for gaming applications, they've all been for things like cancer detection and buisness sales analysis.
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  #2  
Old October 19th, 2004, 01:07 PM
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Kristoffer O Kristoffer O is offline
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Default Re: dom 3 wish: mod AI

I'm a lousy programmer. I could perhaps make a program that creates a text output (name, gender and race) based on your choices (name, m/f, hobbit/elf). I can read code and I can enter new stuff in a fasion similar to previous stuff (new monsters, spells etc), but I'm no great programmer. All programming (except stats for new monsters, spells, items and descriptions) is made by JK.

JK on the other hand is a remarkable programmer (at least by my standards), but I don't think he would mind asking if he needed some input. I'm sure several fans would answer if he asked. Thanks in advance!

Caner detection is a good thing. Probably more important than gaming
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  #3  
Old October 19th, 2004, 01:35 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: dom 3 wish: mod AI

One direction in scripted AI's is one I have experience in from my mud. There was a client program (tintin++) for connecting to the MUD game which allowed you to create trigger/response commands and store them to a file. Its simplest use was to automate some actions such as low hitpoints causing you to remove backback, take heal potion from backpack, quaff potion, wear backpack. The "programming" done by Users got so extensive that we started having problems with "bot" (robot) players which would spend hours gaining experience or practicing skills while the person was off at work or asleep.

Eventually we started programming our own Version which became very popular. It had conversations, told jokes, had help files for the game which people could ask about, it sold certain useful items and cast spells for money, it did emergency summoning when people shouted for him to, identified common items, etc etc. It got to the point that it had to run from another machine (remember it ran as a player connecting from outside to the game). It used as much CPU as the game itself did when it was running and handling 100 Users.

Anyway, IF a game is written to send and receive info in a way which can be used (such as a text mode), then a program can be written (even one by a third party) to allow scripting all actions. IF I do a certain thing and get a certain response back THEN do this other thing. You could put alot of time and effort into creating a bot which plays Pangaea as sneaky armies, and Ulm making more use of its heavy armor, and Arcospale more defensive while researching/using major spells. Or even 9 different peoples concept of how the AI should best play Ulm.

I dont think that would be easy to do for this game.
So, an alternative..........

Creating a new text file for AI controls, and a new directory for AI modules. Programming AI modules which can be listed in the text file for setting wide parameters for an AI. Such as, a build priority list. A combat spells priority list. A global spells priority list. Items, summons, research,A preference/avoid list for which nations should be actively sought out and attacked in what order.

These can either be done by the programmer in tight programmed modules so that you start out only getting to choose 1 out of 3 different build-queue preferences. Or open text files. There are pros and cons to both.

Just from me personally:
The thing I like most about Version 2 is that its more open to randomization
And for a scripting language Id think that Basic would make sense. thats kindof what its for.
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  #4  
Old October 19th, 2004, 07:43 PM

Zooko Zooko is offline
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Default Re: dom 3 wish: mod AI

Gandalf's and Tuna's ideas sound excellent for strategic-level AI -- recruitment, army moves, research, etc.

For battle-level AI, those techniques won't work.

I highly approve of either or both of these kinds of AI mods -- strategic AI mods and battle AI mods.
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