On a plus note, the AI is way better at building up than I am. Even on hard they have better armies, better tech, etc.
Unforunately they suck very very very very very badly in tactical battles, so I can defeat a disproportionally powerful opponent with no losses at all, which kind of ruins the point. The current algorithm seems to pick out a primary target, and makes every unit target this primary target (who can then run around kiting opponents). This is really really really really really really bad. No amount of spell casting AI is going to fix this. I'm no master of AI, but here are some enhancements I'd consider:
Further, their tactics about when and where to fight are poor. They rushed one of my poorly defended off towns (which is somewhat smart). Got to it, then ran away for some reason. Later, they somehow left troops stationed outside of their town, but still in the town square, so I defeated half their army outside their city, and the other half inside (There should never be a situation where multiple units cannot be in the same square and in different stacks). I probably would have lost (casually retreated) otherwise.
This game is currently playing a bit like MoM was for me. That is: get heros, make them buff, win without effort. While this part is very fun, the AI doesn't seem to "get it". The AI needs to focus on champions early game, since they are much easier to purchase and buff up (only need gold) than the awesome armies they are creating.
So, from an AI perspective, I would be completely satisfied with opponents play if they valued champions more early game, learned how to pick a fight, and learned how to fight. ESPECIALLY the last one.
I'm finding myself having to use magic to survive. That's a plus. I just wish this tied into my champion/sovereigns abilities more.
Great job removing blink. This was a very positive move from a gameplay perspective.
Armor still seems a little too strong, but this systems seems to be less "safe" than before, which is a really good thing. I think it's reasonable to have a small buff to early game and non-magical weapons (and monster attacks) to balance this out. So good work there too.
Part of the problem with champions is that with the current game mechanics they are very easy to make strong early game (and very weak later on). While it would be nice if you could a way to bring all your insane power curves of the different mechanics this game has into some semblance of balance, I'm really beginning to think that's not possible. Currently you have a nlog(n) curve for champion power (levels come slower the more you play, but get better armor/weapons easier than troops), a logarithmic curve for spells (advance based off of int or shards, which come slower the more you play), and a cubed exponential curve for unit power (resources available * groups * better stats). I don't think this was intentional, and you guys will have to make some drastic changes if you want to fix it. Here are some suggestions:
An intelligent analysis.
Try playing a game without champions and see how well you fair. That's what I'm doing and having a great time and a lot of challenge. I never did like champion building in these games anyway it ALWAYS unbalances the game as you build them up. You get powerful and the ai doesn't. So, just don't play with them and you'll be afraid....verrrrry afraid. lol
Yeah. I'm actually thinking about playing a game against normal opponents with auto-resolve and no champions/sit at home sovereign. That would be more like playing with the same restrictions the AI has.
talent trees for ur soverin would be pretty cool indeed. like a wow talent tree like structure would be pretty sick. i dont think tho that heores should have one or maybe very limited ones cuase with multiple heros with talent trees for sure the AI would never be able to maximise its benefits the way a human would. unless brad hires a AI focused group of programmers working round the clock.
Actually, finding the optimal build in a talent tree is a very mathematical process, and very easy to do. It's the resources required to add such a system that would cause problems.
Unfortunate, it seems like I missed this beta-patch. Good that there's still a lot of constructive criticism.
I am a game programmer and i wrote an AI for my game that does most the things on your list... in one day.
I haven't added in personalities that will vary the strategy or even allowed my AI to be aware of many game mechanics such as spells, but it is still good enough to beat an experienced player.
The only reason I can think of that it hasn't been addressed is that its deemed low priority.
If elemental ever releases an interface that makes it easy to change the tactical AI, I will create a mod for you guys to use.
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