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  #21  
Old December 18th, 2003, 10:09 PM
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Default Re: Restricting AI death scale?

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Originally posted by Zen:
quote:
Burden of Time response was a response from the previous post which also mentioned 'Burden of Time'. Works in conjunction with Death Scale.
There was no mention of working in conjunction; but that the AI is not proactive in dispelling it, or any other global enchantment which has negative impacts on them. It has less to do with the death scale in a 'living' enviroment, but more to do with being undead and not being affected by the spell.
My response for Burden of Time works in conjunction with the AI death scale.

Quote:
quote:
There are so many unknown variables regarding AI attack decisions, events, magic sites, etc..., etc... . THESE ARE LUCK ! Not much to do in a game where 4 Impossible AI opponents decide to make you the first kill on a cramped map.
Not really. There are alot of different variables, but keeping AI's from attacking you is not totally regulated to luck. Also there is the strategy of how and why you expand, and who and why you attack and how you do it. Giving up aspects to 'luck' is an excuse and not compensating for it. Maybe too much 'luck' for someone who wants to play a game in a certain fashion that they have learned to be effective against the AI.
Of course there are ways to help influence the AI from attacking you... but nothing is guaranteed. With the map settings you suggested... that game is mostly based on luck. Think about it... a game with a large map and only 2 players would obviously have more strategy.

[ December 18, 2003, 20:12: Message edited by: NTJedi ]
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  #22  
Old December 18th, 2003, 10:40 PM

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Default Re: Restricting AI death scale?

Yes there are guarentees, maybe you haven't found them out yet.

And no, not really 2 people on a large map is a production war; not really a strategy war. There are elements of strategy used; but you lose so much I wouldn't consider strategy as much a factor as other things in that scenario. You wouldn't think about half the things you must in a large-multi opponent game.

If that is your definition of strategy then mine differs completely from it and I have way of looking at it from your perspective. Obviously any sort of comments from my view are not applicable to how you play the game.
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  #23  
Old December 18th, 2003, 11:04 PM
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Default Re: Restricting AI death scale?

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Yes there are guarentees, maybe you haven't found them out yet.
If there's a 'guaranteed' way to completely prevent 4 Impossible AI opponents from attacking on a cramped map... then I'm sure someone would have complained. On a large map... yeah tricks can work, but not for the map size you mentioned. AI opponents attacking is not the only random unknown variable either.

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And no, not really 2 people on a large map is a production war; not really a strategy war.
Again I would have to disagree as there are important growing and attack decisions made during the game. 'Production War' is someone's excuse for not knowing how to use stealth or magic to tip the scales. You may produce 100 xyz units... but how I attack and use my 80 xyz units could allow me to slaughter your 100 xyz units.

[ December 18, 2003, 21:08: Message edited by: NTJedi ]
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  #24  
Old December 18th, 2003, 11:10 PM

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Default Re: Restricting AI death scale?

They are and have. Try experimenting with giving things to the AI. Before they declare war on you.

And yes, it is a production war, whether its mage production, unit production, stealth production etc.

You will always be able to win against the AI if you give yourself enough time in a large map to produce in mass what you know the opponent will not I.E. Combat Mages.

And you will always be able to use 80 xyz units better than the computer's 100 xyz units, because it doesn't have human thought. And you don't even have to do that, because the AI will split it's forces for you.

Where the strategy comes into play is when you have to have 80 xyz units vs 1 computers 100 xyz units, 1 computers 50 xyz units and cutting the supply of xyz computer at the same time.

It's an excuse to say it's luck if it's not how you've played the game before.

[ December 18, 2003, 21:17: Message edited by: Zen ]
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  #25  
Old December 18th, 2003, 11:19 PM
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Default Re: Restricting AI death scale?

The AI will still attack you even before declaring War.

Again there are important growing and attack decisions made during the game. Strategy is still a factor even for a large map set for 2 players as the human can test his skills against the turn-based clock... where it will take more then your 'production war' to defeat a previous victory.

On a cramped map with maximum AI opponents you don't have time to be making and giving items or gems! AI can be attacking you as early as day_3 ! Maybe you continue rerolling the map until no AI opponents start near you where that can work.

Why you're ignoring the variables of luck in the game is definitely unusual.

[ December 18, 2003, 21:28: Message edited by: NTJedi ]
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  #26  
Old December 18th, 2003, 11:45 PM

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Default Re: Restricting AI death scale?

Yes it can, but it's unusual for 4 to attack you by turn 3. You can hold off the rest from attacking you while you fight that one.

Luck is a factor, but it's not the entirety. And even with bad luck you can beat them, by using strategy and not luck.

Like I said before; there is no way that you will understand any viewpoint other than those you present if you play in that particular fashion. Just as I can't see how it's a 'uber strategy game' playing 1 opponent on a large map. All I consider it is a slaughter since the AI isn't up to it.

If you want what you are saying. Try Gandalf's map where he allies all the computers and try that. It removes all of the 'luck' and regulates it to strategy and a war of attrition.

I haven't ignored them, but you have to learn to compensate for them, regardless. It's luck if you get a good initial position and type of independants beside you or not, which is the largest and most determining factor that I've found. But I don't disillusion myself to it being 'all about luck' when you provide as many variables as the luck does.

[ December 18, 2003, 22:11: Message edited by: Zen ]
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