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  #11  
Old June 21st, 2007, 02:18 AM

Sombre Sombre is offline
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Default Re: AI conquers!

I think removing indy recruitables from the game helps the AI out too.

As does making research harder, since the AI is basically useless with spells anyway.
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  #12  
Old June 21st, 2007, 03:06 AM
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Ballbarian Ballbarian is offline
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Default Re: AI conquers!

In my current early age RanDom game that I am playing, the AI has been putting up a hell of a fight. I have not really seen any shortage of the AI opponents using mostly national troops in their armies. I have found some of the god files that still need tweaking, but the current top 4 in my game were Sauromatia, Arcoscephale, Yomi, and Marverni. (I think Marverni is doing so well because they have been rather isolated the entire game and have avoided war with everyone else.) Arcoscephale was using hordes of chariots and Sauromatia's damn archers were a real pain for my poor lobo guards.

Decent scales, a fairly large province to player ratio, and a little boost to the god via items does wonders.

Sauromatia:
Code:

#god 4 269 -- Sauromatia WYRM
#comname "Oods"
#clearmagic
#additem "Horror Helmet" -- head slot
#additem "Spirit Helmet" -- head slot
#additem "Amulet of Antimagic" -- misc slot
#additem "Ring of Regeneration" -- misc slot
#dominionstr 4 10
#scale_lazy 4 -1
#scale_death 4 -1
#scale_unluck 4 -3
#scale_unmagic 4 -1
-- 14 points left if we were dormant...



Arcoscephale:
Code:

#god 0 156 -- Arcoscephale CYCLOPS
#comname "Theawa"
#clearmagic
#mag_fire 4
#mag_earth 5
#additem "Shield of Gleaming Gold" -- hand slot
#additem "Frost Brand" -- hand slot
#additem "Horror Helmet" -- head slot
#additem "Copper Plate" -- body slot
#additem "Birch Boots" -- feet slot
#additem "Girdle of Might" -- misc slot
#additem "Amulet of Missile Protection" -- misc slot
#dominionstr 0 10
#scale_chaos 0 -2
#scale_lazy 0 -1
#scale_death 0 -2
#scale_unmagic 0 2
-- 4 points left if we were dormant...



Yomi:
Code:

#god 19 1345 -- Yomi CELESTIAL GENERAL
#comname "Eof"
#clearmagic
#mag_air 6
#mag_earth 9
#additem "Sword of Swiftness" -- hand slot
#additem "Lucky Coin" -- hand slot
#additem "Winged Helmet" -- head slot
#additem "Chain Mail of Displacement" -- body slot
#additem "Birch Boots" -- feet slot
#additem "Bag of Winds" -- misc slot
#additem "Girdle of Might" -- misc slot
#dominionstr 19 8
#scale_chaos 19 -3
#scale_lazy 19 3
#scale_unluck 19 1
#scale_unmagic 19 2
-- 7 points left if we were dormant...



Marverni:
Code:

#god 3 158 -- Marverni ORACLE
#comname "Ofemi"
#clearmagic
#mag_astral 4
#additem "Clam of Pearls" -- misc slot
#additem "Crystal Coin" -- misc slot
#additem "Amulet of Antimagic" -- misc slot
#additem "Spell Focus" -- misc slot
#dominionstr 3 7
#scale_chaos 3 -3
#scale_lazy 3 -3
#scale_death 3 -2
#scale_unmagic 3 -3
-- 10 points left if we were dormant...



Notice that 3 of the 4 have positive order scales, none have death scales, and the only one with low production scales is Yomi.

There does appear to be a problem however. I strongly suspect that using #god breaks the AI's ability to "call god". I have lain siege to three AI capitals for very extended periods of time when I knew their god had been killed, and they never made another appearance. Is this a known bug or just luck on my part?
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  #13  
Old June 21st, 2007, 11:25 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: AI conquers!

Well I was mostly listing things that could be done by anyone as just game settings when they create the game. Choosing lower resources tends to set the AI to a position where the only place he can spend his money is at the capital. That means more national troops than indie troops altho it does mean that the player is set to the same problems.

If things are added to the map then a second castle, lab, temple, sites such as library or duping national sites, and of course logically designed gods/scales all helps.

With modding things can go even better. Removing the national units that someone feels the AI does not use well for example.
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  #14  
Old June 29th, 2007, 10:41 AM
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Default Re: AI conquers!

Hey Ballbarian!
Do we have gods/scales recommendations for the AI on every nation yet? Which ones do we still need?

Of course the best thing would be to have 3 or 6 or 12 for each nation for some randomness, but still not as crazy random as the game does on its own. And having the people who feel they have a certain nation down pat to give us a suggested build would be best for decent AI. Or the people who feel they know where the AI does well or doesnt do well. But Im willing to give a shot at least filling in a few.
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  #15  
Old June 29th, 2007, 02:50 PM
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Default Re: AI conquers!

In the current version I have at least one god design for each early era nation with the exception of Tir na n'Og. That leaves every nation in the middle and late eras. After all of my other projects have settled down some, I hope to make a god file editor similar to the province editor, but that is still pretty low on the priorities list.

On that note, I really hate to invest any more time in the gods until I have heard (or determined) whether or not using #god breaks the AI's ability to "call god"...
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  #16  
Old July 14th, 2007, 03:07 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: AI conquers!

Quote:
Gandalf Parker said:
So far to improve the AI we have:
higher supplies
lower resources
higher indepts
pre-designed gods/scales

Im guessing that higher money might also help. Not sure on special site frequency.
Something kinda fun if you are playing Solo games against the AI and want something different. Try the Tower Map.
Here is a view of it though it might be hard to see in some browsers.
http://www.dom3minions.com/RandomMaps/Tower_1.jpg
and here is a link to the zip file.
http://www.dom3minions.com/RandomMaps/Tower_1.zip

The map is really thin and majorly tall. But it is a total of 1500 provinces (maximum map). It has many border-mountains creating lots of choke points. Play it with all of the other nations as AI.

The game runs abit differently. The map is only wide enough for one nation at a time stacked up thru the map. You cannot get surrounded by all of the other AIs. You will have one AI above you and one below you. That AI will have you, and another AI on the other side. This makes it easier to switch tactics and army compositions based on who you are coming up against. And to play off AIs against each other.

Edit: I should mention that it does not make the game harder against the AIs. If anything, it makes it easier. But it is different.

Gandalf Parker
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