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-   -   Make ai harder in BI mod (http://forum.shrapnelgames.com/showthread.php?t=40189)

hejiawei August 13th, 2008 10:14 PM

Make ai harder in BI mod
 
My idea is crazy. I hope all of you played diablo 2.

In diablo 2, the boss is so weak that blizzrd was forced to add "CLONES". DIABLO CLONE is the single strongest monster in the whole game.

So why not add a feature "in better independent mod" mid-game? Give ONE clone of the ai god to every ai controlled territory. (CLONE = ORIGINAL, except it can not move)

Doing so, it will be extremely hard for human player to invade ai during mid-game. I am a civil engineer, I dont know about programming. Hope this is doable.

If you played heros5, you would understand how crazy the ai can be!!! once you give them crazy heros.

Endoperez August 14th, 2008 01:18 AM

Re: Make ai harder in BI mod
 
It could be done as a normal hero. It could appear on turn 1, or not appear during a game of 80 turns, but it could also appear a turn before you were going to attack if you happen to be unlucky.

The "clone" couldn't be pretender-spesific, but national demigods or old friends or shadow of the Pantokrator as the nation worshipped it, all of these would work fine. There's just one problem: there isn't an easy way to restrict it to only AI nations, or to get rid of the hero if you get it yourself. If it was immobile and unable to teleport, like Sphinx, AND doesn't have magical capability above that of your normal heroes, you'd only benefit from it if you were already losing, so it would have at least helped to make the game more challenging.


That is perfectly doable, and not that hard either. Go to \dominions 3\doc and read the modding manual located there. Modding a unit might look like this:

#newmonster 2770
#copyspr 1111
-- when you view the description of a unit, press shift+i to see
-- it's unit nr. This lets you copy its sprite, or look).
-- lines like these won't affect the mod.
#copystats 1111 (same for base stats)
#clearmagic
#immobile
#weapon "Fire Brand"
#armor "Charcoal Shield"
#armor "Rainbow Armor"
-- only equipped items may give special abilities such as
-- resistances, reinvigoration or things like that. Weapons only
-- give you attacks or special attacks or the effect they have on
-- whatever they hit (fire brand affects an area etc), and armors
-- only change the name and statistics of the shield or armor or
-- helmet the unit has. But you can add many of the abilties,
-- including resistances, reinvigoration, fire shield etc, and
-- an additional buff spell as #onebattlespell.
#onebattlespell "Air Shield"
-- I'm not sure if these are the right commands, but they give
-- you an idea of what you might want to do:
#firesres 100
#reinvig 3
#fireshield 6
#itemslots 0

-- don't forget this!
#end

-- now add monsters 2771, 2772, 2773... and read nation modding for how to add them.

NTJedi August 14th, 2008 02:05 AM

Re: Make ai harder in BI mod
 
hejiawei... if you want a tougher AI opponent use the map edit commands to provide them with Growth, Order and Luck scales. Then next game if you really want to toughen the odds provide them SC's using map edit commands since the AI opponents currently don't make SCs(SuperCombatants).

Edi August 14th, 2008 06:57 AM

Re: Make ai harder in BI mod
 
I'm somewhat confused whether you are referring to my Better Indepedents mod or not. If you are, then not going to happen. That's not the purpose of that mod and doing what you are suggesting via mod commands is dicey in any case since you have no control over when heroes or multiheroes appear. Doing it by map command is also impossible if you're talking about timers.

But if you want a tougher AI, see NT Jedi's suggestion and try out the Better Independents mod linked in my sig. It makes the AI use national troops a lot more, which can lead to surprising results, especially if youplay on Impossible.

hejiawei August 14th, 2008 10:14 AM

Re: Make ai harder in BI mod
 
Thank you so much for everyone.

I am so interested in this game. I will study the map generator and try to edit my map/ai gods. I hope the game will be 2 times harder than heros5.

It is so sad I don't have any chance to play on internet. And it is so sad that all my friends are playing WOW + dota.

NTJedi August 14th, 2008 01:14 PM

Re: Make ai harder in BI mod
 
hejiawei... the map edit commands also allow you to ally any number of computer opponents, so you could play a game where it's five AI opponents verses you.

NTJedi August 14th, 2008 01:25 PM

Re: Make ai harder in BI mod
 
Quote:

Originally Posted by Edi (Post 630919)
Doing it by map command is also impossible if you're talking about timers.

Timers with map edit commands can be done, but it's more tricky. You can provide the AI opponent some immobile spellcasters which are inside a castle and place some moderate or strong Independents sieging the castle. Sieging independents will never storm a castle. The immobile spellcasters will gradually summon more and more commanders/mages/troops and eventually attack the sieging independents OR it will kill the independents using other nearby territories. One could also place blood guards or naiads sieging the castle who will die as their life slowly drains away each turn.

No precise exact timer can be placed, but with testing a rough estimate can be determined. I haven't tried to find a way to capture SCs within a castle under siege, so with SCs no method may exist.

Gandalf Parker August 14th, 2008 02:48 PM

Re: Make ai harder in BI mod
 
Ive done the same with map commands. Instead of a clone Ive given a monolith to each nations capital as a commander. If someone is doing preset start locations on a map then they might consider that.


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