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Old November 11th, 2003, 09:43 PM
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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.

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I have to say though that as the game progresses those %s need to change, and probably heavilly. Especially if there is a good nature/death gem income to create armies with more summons. If that's the case then the poison slingers need to go up along with the poison immune units, while some amount of either blessable or heavy hitters (falchioneers and EWs) are kept around.
I think it would be best if the formulas handled the game progression. Either by using the number of turns as a factor (LI should be 50 - turns) or by having them in the %'s with a clause to ignore it if its not possible.

Such as... If I said HI 20%, undead 20%, Hvy Cavalry 10%, non-undead summons 20%, LI 50% (in that order) then of course thats more than 100%. But early in the game the undead and summons cant be done which would cause LI to be built. If only undead at %5 can be done then the rest would fill in. But even late in the game when it can make ALOT of undead it still wont end up with a completely undead army. My math sucks so Im hoping the concept is clear here. The %'s dont have to add up to 100% if the sequence is considered.

The same could be done for making magic items or casting global spells (probably before unit building). Telling the AI to create something wont matter if it cant afford to create it. As soon as it can afford it, it gets made.

I still think this might be a job for a real-life budget manager to tackle

[ November 11, 2003, 19:44: Message edited by: Gandalf Parker ]
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