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August 28th, 2006, 04:27 AM
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Sergeant
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Join Date: Aug 2006
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Re: Very disappointing news about AI combat spell
I tend to agree with quantum_mechani. It's not exactly an ideal solution, but I think it's the lesser of two evils.
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August 28th, 2006, 05:28 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Very disappointing news about AI combat spell
Quote:
okiN said:
I tend to agree with quantum_mechani. It's not exactly an ideal solution, but I think it's the lesser of two evils.
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So do I, though I think it won't be an issue if this will be modable.
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August 28th, 2006, 08:27 AM
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Major General
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Re: Very disappointing news about AI combat spell
NO, you can't mod the AI spell list.
And is it really that absolutly devastating saddening horrible that of several dozends, if not over 100 battlefield spells the spell AI is going to ignore maybe 5 or 10?
I don't think so. I would say trust the devs and the testers in this regard - if they found that the game acutally works better this way ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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August 28th, 2006, 04:45 PM
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Second Lieutenant
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Re: Very disappointing news about AI combat spell
Quote:
Arralen said:
NO, you can't mod the AI spell list.
And is it really that absolutly devastating saddening horrible that of several dozends, if not over 100 battlefield spells the spell AI is going to ignore maybe 5 or 10?
I don't think so. I would say trust the devs and the testers in this regard - if they found that the game acutally works better this way ...
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I hope you're right about there being only a handful of spells that the AI will not use. My concern was that there are a large amount of spells that are never used.
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August 28th, 2006, 05:16 PM
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General
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Location: Sweden
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Re: Very disappointing news about AI combat spell
I don't know if there are any spells that won't be cast. If there are it is only a few I'd say (don't trust me on this, I'm not informed on the matter).
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August 28th, 2006, 05:59 PM
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Shrapnel Fanatic
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Re: Very disappointing news about AI combat spell
It might be that I didnt ever see the full list. Its possible that "left off" the list is really "move to the bottom of the list". Possibly it chose one without ever going thru them all. But I would be surprised if there is AI thinking for every spell in the game. To avoid some of the complaints Ive seen, just one example would involve:
If someone is near enough for an area effect spell..
A) am I naturally fireproof
B) am I wearing equipment to make me fireproof
C) are my bodygaurds fireproof
D) are other leaders near me
E) are they fireproof
F) are their bodyguards fireproof
G) are the enemy units which I can injure with this spell worth more than the friendly units I can injure with this spell
Everyone was yelling for smarter AI and make it not cast stupid spells in combat. I think thats a ton better in Dom3.
But if someone wants to compare the Dom2 debug log with the Dom3 debug log then they can always make suggestions later
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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September 1st, 2006, 07:08 AM
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Corporal
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Join Date: Jun 2006
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Re: Very disappointing news about AI combat spell
BoW is a huge pain in Dom2, and it's NOT possible to keep it from being by playing with your troop placement in many cases. I can certainly think of better ways to deal with it than what this sounds like, but even so, it sounds like a huge improvement to me.
In the very few cases where you might conceivably *want* this spell to be cast, you can script it (and make the next command 'attack') anyway. It makes no sense to cast it after the enemy turns tail and starts running for the hills, which is when the AI normally pulls it out - if you're going to cast it, you want to cast it on a character that's then going to step forward into the melee - so that's well within the script.
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