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December 4th, 2006, 03:24 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
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Thanked 165 Times in 22 Posts
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Re: AI concept of the \'80ies ... why?
True. The AI seldom requires more than a second or two to think, so it really has all the cpu power it needs.
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December 4th, 2006, 03:47 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: AI concept of the \'80ies ... why?
So, what kind of strategies are there that the AI should take into account? Let's choose two examples: LA Mictlan and MA Mictlan. Pretty similar nations.
LA Mictlan
1) Bless
- choosing a bless and a form
- choosing how to pay for the bless (dormancy/imprisonment/scales, [what scales?] )
- making sacred units to be on the top of the recruitment queue
- accompanying each group of sacred units with at least 2 priest-levels (2 Holy 1 priests, or one H2 priest, or more/better priests)
- what others units to build?
- does bless change the spells the AI should research/summon?
2) fast research/ battle caster?
3) SC pretender?
4) blood hunter/summoner pretender?
5) rainbow pretender?
MA Mictlan
Bless - same questions as for above, probably similar answers
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December 4th, 2006, 05:07 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Formations?
Formations get ugly.
The AI does not deal all that well with damage-aura effects on two levels:
(1) initial unit placement and selection, and
(2) dealing with them on the battlefield
ex. (1), I've seen a Sauromatian army with hydras placed in the center front, with other living non-immune troops. When they fought my Ghost Riders, there was massive own-goaling through poison because it took them a while to kill the wraith lord.
ex. (2), I'm inclined to think that a non-mindless, non-immortal unit should be reluctant (morale check?) to run or stay in a damage cloud to which it is not immune. If it's not in the cloud, it may make more sense to either go around, or hold.
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December 4th, 2006, 07:05 PM
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Private
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Join Date: Dec 2006
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Re: Formations?
There are two games that have elements of what's being discussed. The kohan series has AI personalities that are unique and users can build their own; a nice feature. Age of Wonders has the option off a simultaneous move for the AI, which can give the AI more time to make up its mind. In the early turns of that game, the computer is usually done wwell before you. In the late stages when there are a lot off units, I ccan normally beat the AI in time to complete turns.
As a newbie to Dominions, I'm not having a problem with how tough the AI is, it's eating me alive and I think the various AI kingdoms are meeting somewhere offfscreen and constantly plotting my downfall.
Varangian
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December 4th, 2006, 07:21 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Formations?
Quote:
Varangian said:
As a newbie to Dominions, I'm not having a problem with how tough the AI is, it's eating me alive and I think the various AI kingdoms are meeting somewhere offfscreen and constantly plotting my downfall.
Varangian
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Well once you improve your skills you can edit the .map files and setup all the computer opponents as allies. That's what I currently do for my games.

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