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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old December 8th, 2009, 10:24 PM
Squirrelloid Squirrelloid is offline
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Default Re: calling new modders

Wouldn't you want the AI to play more like players? Hmm... disabling all non-mage commander options - now that might be interesting...
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  #2  
Old December 8th, 2009, 10:46 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: calling new modders

Yes I would want it to play more like human players. But things like "that unit doesnt make sense compared to the other unit" wont make it happen. The AI is pretty set in its ways. Logic doesnt seem to work.

So I guess our best bet is some experimentation to try and find out how we can aid it by giving it or not giving it certain units. Or at LEAST come up with some nation-builds that force it to play differently for variety sake even if we dont improve its abilities.

All mages with no recruitable units DOES make a nice change. So far its armies stay low, its provinces arent the lowest on the scoreboard altho not high, and its research it topping the charts. It does seem able to hold out. It will be interesting to see what it does with that summoning bonus later in the game. Maybe armies but it might end up forging lots of equipment and decking out thugs.
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Old December 14th, 2009, 08:59 AM

Sombre Sombre is offline
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Default Re: calling new modders

Quote:
Originally Posted by Gandalf Parker View Post
Maybe armies but it might end up forging lots of equipment and decking out thugs.
I've never seen an AI created thug that worked (as in, did more than kill a handful of troops then die horribly and give you the items). Has anyone?
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Old December 14th, 2009, 09:31 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: calling new modders

If it concentrates on thug tactics it still might be an irritant. Besides it rarely gives equipment that is anything to drool over.

I was thinking of maybe giving it trolls and cavemen. And any type of thuggy commander with low leadership so it ends up with lots of commanders that have lots of slots free in case that makes a difference in its "thinking". I seem to be seeing it that way with the mage-only junk nation but since it seems to assign equipment differently for mages Id still like to see late-game for a thug-only nation.

I think there are already some thug-type nations modded. I could just test those in some automatic games against the built-in nations on AI to see if they do better or worse. But I figure Id try some "pure" junk nations first with nothing but (in this case thugs) to see how it goes. I was going to test some of the modded nations we have later on when I have an idea of what is desirable.
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