.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old November 14th, 2003, 01:26 AM

Kaljamaha Kaljamaha is offline
Private
 
Join Date: Nov 2003
Location: Helsinki, Finland
Posts: 44
Thanks: 0
Thanked 1 Time in 1 Post
Kaljamaha is on a distinguished road
Default 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.
Reply With Quote
  #2  
Old November 14th, 2003, 01:51 PM

Particle Particle is offline
BANNED USER
 
Join Date: Oct 2003
Posts: 50
Thanks: 0
Thanked 0 Times in 0 Posts
Particle is on a distinguished road
Default 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.
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.
Reply With Quote
  #3  
Old November 14th, 2003, 10:54 PM

-Storm- -Storm- is offline
BANNED USER
 
Join Date: Oct 2003
Posts: 85
Thanks: 0
Thanked 0 Times in 0 Posts
-Storm- is on a distinguished road
Default 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- ]
Reply With Quote
  #4  
Old November 15th, 2003, 03:33 PM

Zerger Zerger is offline
BANNED USER
 
Join Date: Sep 2003
Posts: 81
Thanks: 0
Thanked 0 Times in 0 Posts
Zerger is on a distinguished road
Default 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.
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 ]
Reply With Quote
  #5  
Old November 15th, 2003, 04:13 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Quote:
Originally posted by Zerger:
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.
Ummm have you tried playing that way? Yes the LI units have some drawbacks, they also have some advantages (such as cost, and patrolling). But I dont think there are very many nations that can afford to use no LI at all. That would make an army stronger, but make the AI easier to beat.
__________________
-- 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!)
Reply With Quote
  #6  
Old November 15th, 2003, 04:14 PM

Guest
 
Posts: n/a
Default Re: Dominions 2. AI. Suggestions, that how to fix it.

I disagree with Zerger on this point. I haven't found a more cost effective way of getting more provinces quicker other than in the first few turns than with LI.

Maybe it would help if you posted what you would build in the first 4 turns as opposed to LI and that would help.
Reply With Quote
  #7  
Old November 15th, 2003, 05:18 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Storm has half of the idea correctly... which is as turns pass the AI decisions should also change. However all previous suggestions from anyone regarding a fixed percentage is wrong. This will cause human players to see Army_A, Army_B and Army_C as almost identical. The percentages used for LI, HI, ranged_units, etc, etc, ... these percentages should be a random range thus keeping human players guessing. Human players could easily master one fixed percentage.

Here's an example:
Day_1 thru Day_15: LI =20% thru 40%, HI = 20% thru 30%, LC = 2% thru 10%, HC = 2% thru 5%, Creatures = 5%.
Weak ranged units = 20% thru 30%, Moderate ranged units = 5% thru 15%, Strong ranged units = 1% thru 5%.
Day_16 thru Day_35: The percentages should change based on its kingdoms total strength.

The above is just an example... but I guarantee it would make the AI more interesting then any fixed percentage.

[ November 15, 2003, 15:18: Message edited by: NTJedi ]
__________________
There can be only one.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:27 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.