
November 4th, 2003, 07:09 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by Gandalf Parker:
quote: Originally posted by licker:
While I appreciate your work Gandalf, I'm not sure that simply making map senarios is really what the folks are after here (though I expect you know that).
Respecfully submitted
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Respectfully accepted. I have started a new thread for discussing a .map fix for these things.
Personally Im still not convinced that these are "problems" with the whole game. If they are based on settings then fixing some of these would cause problems when played with other settings (just a possibility). And if anything can be fixed with map mods then Id prefer that over a game rewrite since it would allow more variance in what can be accomplished with maps. Fixing these items might remove this level of AI play when some map makers might wish it.
Respectfully submitted Really I agree that there are some (balance mostly) issues that may be negatively impacting the AI right now. However, I don't think that only modding is going to be the answer to 'fixing' the AI, unless the modders are able to somehow change the priorities of the AI in game. It is fine to make maps that should be more challenging, but it still doesn't strike at some of the underlieing (supposed) weaknesses. Starting the AI with more HI is fine, but if they don' continue to build more HI the advantage is soon lost (well depending on how many HI you start them with). Taking LI away from them completely (assuming you can do that by modding the units files) is another work around, but its also not really satisfactory in making the AI 'smarter'.
Alot of the discussion in this thread has tried to uncover the mechanisms by which the AI is making its army build selections, already it has been uncovered that perhaps the AI isn't building enough forts to allow for better troop recruitment, maybe the AI doesn't understand how to save money to build what it needs to, I don't know, but issues like that can only be 'patched' by scripting maps, they need to be fixed by some tweeking of the inputs to the AI, that's what I'm hoping is possible, as I don't want a complete rewrite, just the ability to tweek existing inputs.
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