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October 5th, 2006, 09:37 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: SP AI definitely still questionable.
I think that the problem is it runs like this...
Create ArmyA
Fill ArmyA
Send out ArmyA
The problem seems to be that if most of ArmyA is wiped out in the first couple of provinces, its still ArmyA. And that army gets sent out over and over until its gone.
Its the disband or refill code that seems to be lacking. Im not sure how often it checks its armies trength or rebuilds them.
__________________
-- 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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October 5th, 2006, 10:51 PM
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Corporal
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Join Date: Jun 2006
Posts: 199
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Re: SP AI definitely still questionable.
Killed most of an ulm army.
They routed.
And the next turn the last surviving commander and 15 troops attacked my 5 mages,pretender and 120 troops..
I was a bit confused.
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October 5th, 2006, 11:00 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
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Re: SP AI definitely still questionable.
I -was- assassinating commanders in an adjacent province, but it seems strange to me that the AI wouldn't think to maybe bring more than one commander as back-up. ;-)
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October 6th, 2006, 01:28 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
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Re: SP AI definitely still questionable.
In my current game, the AI player used Faery Trod to take a forest province right next to my capitol! I don't recall ever seeing the AI use that spell in Dom2. Correct me if I am wrong, but I was impressed. My main armies were rampaging through Arco's lands and readying to siege his capitol when suddenly a hefty chunk of his army was on my doorstep. 
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October 6th, 2006, 02:20 AM
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Private
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Join Date: Jul 2004
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Re: SP AI definitely still questionable.
Im currently trying the demo (oh god why isnt my copy here yet) and have cranked up some province defenses to 50, which gives you quite a lot of troops. What I noticed is that the AI will throw wave after wave of units against highly defended provinces and often take horrible losses.
Yet it manages to get another another huge army up by the next round. Obviously the AI uses every resource in every available province to ship troops to the front. I still hate this part of the game, if you do this as human opponent it takes an ungodly amount of micro-managing to achieve the same, once you control 20+ provinces it takes forever to ship your units anywhere.
So was this changed in DIII or do you still have to do all of this manually to counter this AI strat ?
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October 6th, 2006, 02:20 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: SP AI definitely still questionable.
Quote:
JaydedOne said:
I -was- assassinating commanders in an adjacent province, but it seems strange to me that the AI wouldn't think to maybe bring more than one commander as back-up. ;-)
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Of course there are surely some bugs left in the AI, as those are the hardest to track down and squash completely.
But in this case "bringing a back-up commander" wouldn't have helped, as it doesn't work that way, and you should know that, as it works for both AI and human players the same way: Units are moved in squads, and squads are assigned to commanders. If you assassinate a commander on the very same turn as the AI moves its army, the assassination will happen directly before movement.
Therefore the AI wouldn't know about the dead commander before the next turn. And all squads assigned to that commander will be left behind in the movement phase, as there's no way how they could get "auto-transfered" to another commander.
Instead of whining about an AI bug you should congratulate yourself on the perfectly timed assassination!
__________________
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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October 6th, 2006, 02:30 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Atlanta, GA
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Re: SP AI definitely still questionable.
Arralen,
I think you misunderstand my point. By back-up commander, I mean that he had roughly 200 units in nearby provinces. I assassinated a single commander. The AI brought the Pretender and another two commanders without squads, ending up with about 12 units against my 120. I don't know why it didn't split squads up between commanders (as most players I know usually do).
Furthermore, I'd been consistently assassinating in the support province for about three turns. So it wasn't a complete surprise, although I wouldn't fault the AI for not being able to root out assassins or anticipate future attempts.
So I'm not "whining" about a bug. I just feel that my assassination, decent as it was, shouldn't have yielded the surplus results that it did. Particularly since the AI called the God back within about three turns and then proceeded to do the exact same thing all over again.
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October 6th, 2006, 04:41 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: SP AI definitely still questionable.
Fairly odd choice of items: the LA Marignon Bahomet that my Starspawn killed lately was wearing a fire-resistance ring, giving it a rather high Fire Resistance of 200. *shrug*
Odd choice of spells: watching a Starchild, fighting solo in an assassination, cast 'Communion Master'. 
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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October 6th, 2006, 07:20 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Thanked 12 Times in 8 Posts
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Re: SP AI definitely still questionable.
Real AIs (AIs who learn after a mistake and adapt to your strategy like a chess bot) are very rare even in big budget games. So I think you shouldn't expect the dom AI not to repeat the same errors. Games AIs don't think like humans, and the dom AI certainly don't have a memory to remember past failures to take a province or past assassinations.
Anyway to make assassinations less effective, the AI may be coded to split armies between as many commanders as possible each time several commanders moving to the target province are available, or may be coded to evaluate more efficiently province defence ; but don't expect it to ask itself "why did I've failed" then adapt its strategy.
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October 6th, 2006, 07:01 AM
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Major
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Join Date: Sep 2003
Location: Budapest, Hungary
Posts: 1,221
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Thanked 1 Time in 1 Post
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Re: SP AI definitely still questionable.
Quote:
Gandalf Parker said:
I think that the problem is it runs like this...
Create ArmyA
Fill ArmyA
Send out ArmyA
The problem seems to be that if most of ArmyA is wiped out in the first couple of provinces, its still ArmyA. And that army gets sent out over and over until its gone.
Its the disband or refill code that seems to be lacking. Im not sure how often it checks its armies trength or rebuilds them.
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I think that this could be fixes. Example: The AI shouldn't move his pretender to battle, unless it is commanding a very strong army. Let's say an army of 500 troops minimum. That way the AI pretenders wouldn't be killed like they are now [pretender + 15 troops are attacking a province what is defended by 400 troops etc.]
The other thing what is a bit weird still, that the AI sometimes attacking a province what is defended by 200-400 troops with like 3 commanders and 20 units. Imho there should be a code for this situation also. It should work like the code for the pretenders. IE...don't attack a province what is defended by many troops with a very small army.
Hopefully these codes can be added. That would drastically change this given situation.
Anyways regardless of these problems, the AI is much better compared to the Doms 2. AI already. We are on the right track lads. 
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