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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old November 16th, 2006, 06:21 AM
Belcarl's Avatar

Belcarl Belcarl is offline
Private
 
Join Date: Apr 2004
Location: Sweden
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
Belcarl is on a distinguished road
Default Re: enemy AI

If you play a nation with strong PD like Jotunheim. Putting a PD of 35-45 will most likely repell most attempts of AI invasions into your provinces.

If the AI has amassed armies of 250+ troops though, simple PD will not be enough.

Remember that this is against the game AI, any human opponent will trash your regular PD easily. It is really expensive too, and may not be the best use of your gold.
__________________
The big yellow ships hung in the sky in a way that bricks don't.
- Douglas Adams
Reply With Quote
  #2  
Old November 16th, 2006, 06:31 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: enemy AI

That high PD IS good for some nations. Man of MA and LA gets Spearman, 2 Militia, a Longbowman and a Tower Guard (and Chelms Tower Guards are superior to MA ones) for every point of PD over 20. 45 gp for 5 units is pretty decent.

Jotunheim only gets giants at even numbers of PD. At PD 46, they only have 46 Jotuns, half of them Militia and half Javelineers. 46 gp for two giants isn't bad, but it isn't that great either. In Dominions 3, Jotun PD is quite mediocre. It needs some support units to become great - some chaff to be coupled with the giants to prevent the Jotun from being massed, perhaps. Javelineers are nice ranged units, but with just 2 ammo they could use some archer support.
Reply With Quote
  #3  
Old November 16th, 2006, 06:33 AM

Hullu Hullu is offline
Corporal
 
Join Date: Nov 2006
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
Hullu is on a distinguished road
Default Re: enemy AI

Regarding enemy AI.

Does the difficulty setting (easy-impossible) only make them better players, or will it also give them extra resources etc?
Reply With Quote
  #4  
Old November 16th, 2006, 06:38 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: enemy AI

The AI intelligence level is the same at all difficulty settings. The only thing that changes are the amount gold, resources, pretender points and various other bonuses it gets. I think an Impossible AI gets bonuses to research and gems, but that might just be due to the other bonuses it gets.
Reply With Quote
  #5  
Old November 16th, 2006, 08:29 AM

Hullu Hullu is offline
Corporal
 
Join Date: Nov 2006
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
Hullu is on a distinguished road
Default Re: enemy AI

Ah, so the traditional 'buff the stupid ai' is what the difficult setting is about?

I didn't find a mention of the exact effect of the difficulty setting in the manual...
Reply With Quote
  #6  
Old November 16th, 2006, 12:39 PM
PhilD's Avatar

PhilD PhilD is offline
First Lieutenant
 
Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
PhilD is on a distinguished road
Default Re: enemy AI

Writing a good AI for a complex game is a very difficult task, Illwinter's original goal was on providing an interesting multiplayer game, and they all (both of them) have day jobs. All of this probably turned the problem of providing a competent computer opponent into a very secondary problem in their eyes.

The only thing they could have done would be to have moddable AI - but then, this would most likely be opening the door to so many bugs it's not even funny (in the sense that, to provide nontrivial moddability for AI, they'd have to let you write some actual code to be executed by the game - unless it was in the form of making the .trn and .2h file formats into open formats so that people would be able to write external programs for their own AI, but then that would not be modding the AI, it would be letting players rewriting one from scratch)
Reply With Quote
  #7  
Old November 16th, 2006, 12:53 PM

Hullu Hullu is offline
Corporal
 
Join Date: Nov 2006
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
Hullu is on a distinguished road
Default Re: enemy AI

I never implied that creating a good AI is easy. But I would have appreciated a paragraph in the manual about the AI difficulty level - since I have/had no idea what it affects, I actually thought they just use more intelligent algorithms. And I'm a little bit afraid I might lose the game I'm on now playing against 20 impossible AIs since I know just simply outwitting them is not enough, I have to also outwit their superior resources
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 12:08 PM.


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