DsRaider

DsRaider

Joined Member # 3393970
2 Posts 393 Replies 25,104 Reputation

So has anyone played a game yet? Any comments on the AI? I really really want feedback! [e digicons]:pout:[/e] So anyway one of the things that has been bugging me is how bad Roseln is at using spiders and how terrible they are in general. Not only are they super weak but Roseln loves them but has no idea how to use them. It's a major flaw in their AI. According to the devs they are supposed to tie up melee units to be killed at a range but that has never ever hap

81 Replies 300,241 Views

Updated to v2c. I actually mostly removed some stuff to go for a more minimalistic style. Gilden now uses their default leather because I couldn't get my version to look as nice as I wanted, I may change it back later. Removed Wraith leather shoulder pads and Capitar helm decorations. Some textures have also been slightly tweaked.

9 Replies 18,220 Views

[quote who="Murteas" reply="3" id="3424248"] Very interesting. Looks promising.[/quote] It already makes a big difference. Try it out and see.

81 Replies 300,241 Views

First of all I would like to thank Frogboy for all the hard work he has put into the AI and making the game moddable. This mod is for everyone looking for a more challenging AI. It basically teaches the AI to play more like me! Changes -Reprioritizes the build order of practically every improvement and several techs. In particular they will build unrest and production buildings first most of the time. As a

81 Replies 300,241 Views

Thanks for all your hard work Frogboy. I have to agree that since we have access to the xml we can improve the AI a lot. It will just take a lot of tweaking which the community might be better at anyway.

28 Replies 54,202 Views

The problem with the Dead and the AI is that the only way to successfully play them is very hard for the AI. 1. It depends on getting a good start, and the AI can't reroll the world. 2. You need to rely on population from combat, and unlike humans the AI can't rely on superior tactical skills to inflict lots of kills but not lose too much itself. 3. You need to use alternate growth methods like spells which in turn require unique city locations. The las

21 Replies 70,476 Views

Slaves should basically be your cheap fodder that support your main troops. Mostly they would never use heavy armor but I guess if you have so much metal that you already have all your normal troops equipped then it wouldn't hurt. Just don't be like the AI and build swarms of slave archers...

8 Replies 16,373 Views

AIs use productivity and unrest like players. Unless you are playing higher then Challenging and then they get a boost but they still follow the rules. When I play the AI cities are always far behind mine. I usually have much higher level improvements and although the AI has a lot of units my upgraded fortresses can pump out a unit with chainmail in 3 turns midgame.

79 Replies 221,291 Views

[quote who="merlinme" reply="32" id="3420572"]I aim to have a stack capable of taking on tougher battles from about turn 70, and that probably includes one mage and one commander of level 8 or so. I normally expect to be on a roll taking AI cities, Deadly lairs, maybe Wildlands, from about turn 100, and then turn 130 onwards is mainly mopping up, game is generally over somewhere between turn 170 and 200.[/quote] Around the same timeline for me. Although I might get my first tough stac

58 Replies 240,142 Views

Here's something dumb the AI does. As Magnar they love spamming slaves and slave archers in particular. [e digicons]:'([/e] Slaves are for backing up existing elite units and wearing the enemy down before hand. You should never build just slaves. I can kill an entire stack of slave archers and take no damage as all those units have like 10 initiative and no health. Slaves are cannon fodder not damage dealers so why build slave archers. Seriously the AI needs to build some eli

79 Replies 221,291 Views

Thanks everyone for your replies. It seems like most people here play on large or huge maps with relatively few AIs. I guess it's a very different way to play then I usually do. I play more for the strategy then the role playing, and enjoy the faster pace on medium maps. In a competitive game I still just don't see how champions are worth the huge investment, normal troops are usually better and so much easier to get. [quote who="Crastiloowa" reply="11" id="3420215"]I'm c

58 Replies 240,142 Views

I play on medium maps with lots of other factions so I usually start close to another faction or two. This means I have to worry about the AI right away and can't afford to spend time building an army to support a champion and sending that army out to explore. I have to guard my borders and keep developing my cities. Weirdly enough champions take up more queue time then normal units since you need to build normal units early game to support them. Obviously I could level my champions but I

58 Replies 240,142 Views

[quote who="merlinme" reply="1" id="3419974"]Re: ineffective unit designs, you can fix this by playing as this faction and designing your own; the AI will then use your designs when it plays that faction in future games.[/quote] Ya because of a mod I was working on I scrapped all my old unit designs so know I have to redo them.

11 Replies 68,164 Views

I have been seeing a pattern in the games I have been playing lately. To sum it up the only real champion I use is my Sov. You always get the first level 1 champion but it's not very useful. It's so weak to actually level it up you have to support it with an army. Early game I find it better to just let it sit in my city as I don't have time to build troops for it. After awhile you get enough fame for the level 3 champion but I always grab a Governor if possible. A level 3 c

58 Replies 240,142 Views

First of all I would like to thank Brad for all his hard work on the AI. Since Beta I have constantly been nagging him about all the stupid things the AI does. However I only do this because I am a fan and want to see the game reach its full potential. Anyway I am happy to report that after playing a few games with the latest patch that the AI has improved spectacularly! [e digicons]:grin:[/e] Awhile ago I complained about how the AI really sucked at managi

11 Replies 68,164 Views

I talk about this all the time in the Elemental Forum but the key to good distinct races is for them to actually play different. Resource boosts and different planet preferences are not enough. [quote who="UnleashedElf" reply="14" id="3419563"]3. The Drengin would be unique in that their economy operated heavily on slaves (maybe from the other worlds too, ex: Torians slaves). Strong weapons and troops, maybe strong (slave based) economy. Weak at diplomacy, culture, and maybe populati

49 Replies 88,408 Views

Since this is the Diplomacy update I may as well bring up a idea I had a long time ago. Right now Alliance victory may as well not exist. It's basically conquest where you don't quite kill everyone, but usually still kill most people. I would like to suggest that it could be tweaked a bit in order to make it an interesting alternative way to play. Change it so you don't need to ally with every other player to win. Instead simply require your alliance to control most

137 Replies 248,878 Views

The thing is that the LH AI is purposely designed to not be scripted. Instead from what I remember Frogboy saying the AI weighs different actions and variables from the XML before it acts. Nothing is hard coded or scripted. This makes it very flexible and mod-able.

75 Replies 217,211 Views

[quote who="Raiddinn" reply="62" id="3419095"]Plus, there needs to be some element of randomness to the whole thing, because formulas are going to be exploited by the players mercilessly. The last thing we want is players developing opponent specific build orders. Making the AIs plays random to some extent at least helps reduce the chance of that happening.[/quote] [quote who="merlinme" reply="64" id="3419100"]I do build Studies in my Fortresses, but most of the time I build troop enh

75 Replies 217,211 Views