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November 3rd, 2003, 09:50 PM
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Re: Supercombattant pretenders....what about...
Where did you read I asked the devs not to care about the AI, or in Nagot post for that matter? There is quite a difference between saying, like Nagot said, "AI should not be the first concern for the devs" (or somethign along these liens), and saying "Don't touch the AI".
There may be another factor as well. Changing balance in drastic ways may very well alter the AI. Say you are tweaking the balance between light and heavy units. The AI will have to be changed accordingly. Say you are making magic more/less expensive, supercombattants less common, or something else. The AI will once again have to be modified, and perhaps even important changes.
I would believe these important balance changes will be settled, along with bug fixes among other problems, before the AI is completely tweaked. Still, some changes are currently going on for the AI, in particular fields. (The AI doesn't like to build castles, and Kristoffer asked for suggestions about this matter) But I would not expect the developer(s?) involved with the AI to make a much improved AI while handling all the other requests/bugs/balance concerns/add as needed in a short amount of time. (Except if Illwinter had managed to master the flow of time)
As for these scripts, I will let Nagot speak about this topic. (Apart from modifying the starting provinces, that is to say, the things lurking in the map file)
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November 3rd, 2003, 10:00 PM
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by Alneyan:
I do have a question for you: how would you write a script to make the AI build more heavy troops?
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Something like:
#commander "Commander of Ulm"
#units 50 "Guardian"
Repeat a few times, enough for their upkeep to eat most of the AI's initial income. With that you won't see the AI building many light troops for some turns.
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November 3rd, 2003, 10:11 PM
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by Alneyan:
As for these scripts, I will let Nagot speak about this topic. (Apart from modifying the starting provinces, that is to say, the things lurking in the map file)
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I never implied that map file scripting would solve all the AI's shortcomings. But it's available as we discuss, easy enough to do with minimal practice, and it can give the AI enough of a boost to become challenging to the best players. Obviously it won't change the AI's behavior - eg, its tendancy to build peltasts when it has the resources to build hoplites, or to build other castles than the ones you gave him in the map file.
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God does not play dice, He plays Dominions Albert von Ulm
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November 3rd, 2003, 10:19 PM
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by Nagot Gick Fel:
quote: Originally posted by Alneyan:
I do have a question for you: how would you write a script to make the AI build more heavy troops?
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Something like:
#commander "Commander of Ulm"
#units 50 "Guardian"
Repeat a few times, enough for their upkeep to eat most of the AI's initial income. With that you won't see the AI building many light troops for some turns. "something like"....."for some turns".....yes this made lot of sense.
Gandalf had made a very challenging map. Yes you can script like that, it will be more fun to play, but it is nothing more just a preset startup. The AI is the same, I won't tell you one more time
Sure the devs will need lot of time to update everything, but hey, we can wait. 
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November 3rd, 2003, 10:23 PM
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by licker:
I dunno about the rest of you, but it seems to me that bugs and balance will be the first things addressed, mostly becasue they are easier to tackle from a codeing standpoint (or in the case of difficult bugs, more important to fix).
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I never said anything else. Also keep in mind that, although there may be more SP players than MP ones, participating in an MP game is a huge commitment, while firing up an SP game at home is not. Assume there exists a rare, but game-breaking bug that happens only once out of 20 games, and it hits in the middle of a PBEM involving a dozen players - that will ruin several months of efforts by all of them. In SP you'll just mutter "", forget it and start a fresh game in the next minute.
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November 3rd, 2003, 10:31 PM
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Captain
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Re: Supercombattant pretenders....what about...
Quote:
Originally posted by Nagot Gick Fel:
quote: Originally posted by licker:
I dunno about the rest of you, but it seems to me that bugs and balance will be the first things addressed, mostly becasue they are easier to tackle from a codeing standpoint (or in the case of difficult bugs, more important to fix).
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I never said anything else. Also keep in mind that, although there may be more SP players than MP ones, participating in an MP game is a huge commitment, while firing up an SP game at home is not. Assume there exists a rare, but game-breaking bug that happens only once out of 20 games, and it hits in the middle of a PBEM involving a dozen players - that will ruin several months of efforts by all of them. In SP you'll just mutter "", forget it and start a fresh game in the next minute. What do game breaking bugs have to do with an SP v. MP discussion? Bugs are at the top of the 'fix me' list always, no matter their import to either side...
What improving an AI does is lengthen the lifetime of the game, if you can beat the AI too easilly its not going to be that interesting to try to beat the AI again using a different tact. If the AI can jump up on you, well then you'll stick at it longer. The standard (BS) reply to that is 'go play some MP' but it is BS because not everyone can, or cares to, play MP. Especially PBEM where a game takes months. An improved AI benefits everyone, other than the people who *never* play SP and *never* include AIs in their MP, and you'd have to do some work to convince me that those people even exist
Lets agree though that no one said improving the AI was a bad thing. 
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November 3rd, 2003, 10:36 PM
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Second Lieutenant
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Re: Supercombattant pretenders....what about...
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