Started a new game, love the New Game interface and all the options.
Takes way too long to build meat shields. There's got to be a better way to balance late game troop building than making the early game a tedious slog as you wait 15 turns for a couple guys to make themselves some spears. Or maybe I just need to learn to play the game better and stop trying to play this like it's 0.95.
Well, I may be waiting for troops, but I am loving the environment! I'm surrounded by monsters, everywhere I turn there's a troll or an ogre or a bandit lair or a gasp slag! Nowhere is safe! The world is super dangerous! Finally, my troops arrive, I am able to brave the wilderness... and I find that my neighbor has expanded wildly. Foolish.
Wait. Why is that Slag chasing me and not the pioneers wandering without protection? Well, no worries, easy enough to escape. It's just a fluke of the random monster AI...
Strange to see an Ogre just wandering, oh, it's because some earlier pioneer put down an outpost and released him. Strange, the completely undefended outpost is still there. And here's another undefended outpost with roaming monsters all around it. Suspicious...
And then it happened. That same foolhardy AI Pioneer that the slag had ignored a few turns earlier walks into a forest infested with mites. Haha! Silly AI, now you're in for it. The pioneer steps closer, the mites move in for the kill... and they occupy the same space?!
A couple turns later, the AI's pioneer reaches a nice spot next to a river, with four monsters dens within a tile's distance and founds a city. Completely undefended. Maybe the monsters are just not attacking anything? I walk over to check it out, bang, I am attacked by a Troll and his wolf army.
That really sucks. The whole AI unit and monster unit on the same tile thing sucks. The monsters only attacking my stuff sucks. The whole concept that a pioneer can wander undefended and plop down outposts or a city without fear of the monsters it passes or settles next to sucks. The world is supposed to be dangerous.
in my latest game(on a challenging ai,dense magic,dense monsters large map) I saw a clambercoil dragon!!!! wandering around from about turn 50 (resolin had released it by building a town within 3 tiles of the dragon cave)( seeing the dragon wander into my first town's zone almost made me quit the game from the oh SHIT there goes the game),
but about 30 turns later resolin declared war on me(they only had a power rating approx 20 more than mine(resolin had five towns, I had four, but was about to found my fifth) and I had hired several heros and had a reasonable stack with a power rating of strong,
resolin kept sending in armies with moderate or lower ratings, so I was farming the xp from them, then decided to take resolin's nearest city(which had released the dragon), killed all the defenders(was rated strong as was my army I was armed with longbows on my heros and a waraxe on the sov with the best armour found to date),
improved the troops defending the town and built it up (all while the dragon was wandering in a circle around a pit and clobbering any units that got within two tiles of the dragon BUT not this town), then went and collected the next town from resolin, trooped and built it up(btw about 100 turns later the dragon destroyed this town NOT the one that had released it),
then went and collected the third town from resolin , and again trooped and upgraded the town's buildings,
then with a stack rating of deadly(the same as the dragon) and a faction power rating of over 400 I decided to attack the dragon (stupidest idea I ever had should have waited to epic rating and magical armour sets) lost that battle losing five of my fast horse archer companies! and getting each of my heros with another injury,
in the meantime resolin decided to attempt to take back the area I had taken from her, BUT she still uses stacks of moderate of lower ratings and when she gets close to a town of mine she loses the troops and gets another injury to her heros, I decide to go after her second last town which was hidden by a range of mountains from the wandering dragon and I found only by following the trail of outposts, took the town (only had four defenders and I had attacked with seven attackers at company or level10+ hero sizing, trooped then built up the town,
and decide to sneak up the back of the range to attack her last town, and the dragon killed the town(not the last captured, but the second captured and the second closest to it's cave)(btw the dragon SHOULD have targeted the town that released it then had a bias to kill the side that had released it so that it could get back it's quiet life), then went and conquored resolin's last town, so got back to 'peace' but still had the wandering dragon to worry about,
started to expand and came across yitheril, and another dragon cave(with only a storm dragon) within TWO tiles of a newly founded town!!! and my stack of doom had a dragon from finally having built a dragon camp of the first dragon cave, so killed the dragon(not the clambercoil, just the little storm) and outposted both sides of the dragon cave and the yitheril flipped the outposts and declared war on my as my S.O.D. was on top of the dragon cave
, so went and captured each of yitheril's towns (and enjoyed the killing of the jugernaughts with dragon breath and four companies of archers and three archer hero's(now armed with the ignis bows and the fire accesories) and the sov with her battleaxe),
then after conquoring yitheril, I decided to finally go and kill that clambercoil dragon,
in it's battle it kept attacking the storm dragon of mine and all of my archers and sov as well as my dragon were all hitting the clambercoil on each attack so all nine attackers wore out the clambercoil's health without losing a single unit(but the dragon did need to get a bit of rest to restore it's health), I then went as was also clearing the scraplands while upgrading my cities to maximise the build rates and resource production.
translation TLDR
build town, see dragon loose, nearly quit, rush build more towns away from dragon, resolin declare war, attack with low power stacks, resolin loses three of five towns, I attempt to kill wandering dragon, lose battle,, heal up, then go back to collecting resolin towns, collect last two, dragon kills one of MY towns that I had taken from resolin , get dragon from dragon camp at first dragon's cave, then expand, find yitheril & second dragon cave, kill storm dragon quick, the grab dragon cave, then yitheril grabs from me and declares war, I deliver WAR, enjoy killing jugernaughts while killing yitheril, win war, go back and kill first dragon, then start clearing scaplands.
bold text above is point of unit behavour that need to be looked at, the bold italic is what would make the game fairer and more interesting to both the AI and player for motivation.
harpo
No they cannot. This game is turn based so timing is everything - WHEN each unit actually moves on and off each tile is extremely important, especially to the AI in determining paths and strategies. How do AI players react to each other if calculated simultaneously? They must be computed successively, in the same manner that ending a turn initiates all other factions to respond to the user's actions.
I am assuming that two opposing faction armies meeting on the map is correctly initiating a battle only because their strategies should already be interdependently calculated (planning for and/or against battles). The monsters are not a faction but a completely separate mechanic, part of the world game master that interacts with the players, and which need their own turn in order to do so correctly.
That is probably THE core problem with the game at the moment. The player himself can have a unit selected hit end turn and move that unit fast enough to ALWAYS avoid monster attacks, the ai gets to do this with every unit. This is the largest single fundamental flaw with the game.
If turns are truly to be done simultaneously then your going to have to put in some serious movement prediction to get an interception. I vote you make it serial with the monsters always going last so they can rip apart whomever is within their range. Is this really an issue without mutliplayer?
If you leave it simultaneous and put in the movement prediction then your also going to have to make any collision between monster and pc/npc create combat.
As noted in my post above, turns must be successive in order for AI players to correctly calculate reactions to each other; the same way the player responds to the actions of AI after it moves, and the AI itself is initiated by the ending of the user's turn. This is a turn based game. If the AI factions' strategies are all interdependently calculated at once, and turns taken simultaneously, then as you suggest the monsters' needs to be computed either first or last, as their strategy is related to a much lesser degree.
I also think monsters should move at the end of the turn.
There's been a few times where I actually dodged monsters by moving at the beginning of my turn while all the actions were being processed.
Please do. Like seanw3 said, as long as turns are simultaneous, the AI will be attacked a lot less frequently than human players, and we will continue to see wonky scenarios like an unescorted pioneer hanging out in the same square as a pack of mire skaths, completely unmolested, just because they both decided to move there. I realize that separating turns will probably lag the game a bit, but considering how smoothly and quickly this game runs compared to every other TBS out there, I'd be all over that if it meant AI pioneers no longer trade campfire stories with the darkling shaman who just killed my champion.
What if monsters attacking was still random, but they had a bunch of "z z z z"'s coming off of them when they won't agro so we know the roll came up with them sleeping?
An idea that got a lot of backing in a few other threads was making clear boundaries for monster lairs (small wildlands) that act as a threat zone. If you're outside that threat zone you never get attacked, if you're inside, enemies within the zone might attack you.
This would get rid of the false perception if there is one, and make the random monsters a bit more interesting. Top it off with not allowing settling in these mini-wildlands before the monster lairs tied to it are cleared and the players won't feel like the AI gets any passes.
Though the idea about simultaneous turns messing things up also sounds interesting.
The simultaneous turns really does set up a conundrum. The clearest benefit is that the AI can calculate its moves well in advance, which means no waiting when you end turn. It's also pure on a theoretical level. Everyone moves at once so there's no advantage to going first.
The game is not "real-time", obviously, and you want to give the user the impression that they are taking discrete turns. So the player gets a special benefit: nothing moves while the player takes his turn. But for the rest of the factions (and the monsters) every unit on the map is a moving target.
Most of the time, this presents little challenge. Most of the things on the map don't move; research, buildings and unit training are all independent decisions. But when two players need to interact, then it gets thorny.
What I would suggest is that the attacking AI designates its target(s) as well as moving towards that unit. If while the turn is executing, the units come close enough to fight (and the attacker has movement), the attack is initiated. If the attacking unit is victorious, it will stop there. If the defending unit is victorious it will continue its move. (Alternatively, you can have the victorious unit recalculate its destination.)
If two units try to occupy the same space without either designating an attack target, then you can just roll to determine who gets to move to that spot. (Alternatively, you can take a second to determine if either party wants to initiate an attack.)
Note that the AI can (and should) designate multiple targets per turn. Which would allow a powerful unit to attack a few smaller units (assuming it has the movement). It would also keep you from sneaking past the AI using a quick unit.
I don't think the randomness is helping the fun. This is a strategy game remember? How am I supposed to make a meaningful decision when I have utterly no way of knowing if that super dragon is going to let me walk on by or completely obliterate my stack that I spent 80 turns building and cost each of my champions an injury? That's not a strategy question. That's a gambling question.
What if instead you just gave each monster type a personality. Say there were a few. Territorial, indifferent, chaotic, aggressive. Indifferent ones would never attack your units they would only guard. That would go good with an obsidian golem. Teritorial monsters would attack ANY players unit that came within a certain radius. This could be good for dragons, drakes, etc. This would really shut down areas of the map in early game and it would be scary but it wouldn't feel random. Chaotic might be good for some of the weaker enemies and they could just attack randomly. Aggressive monsters would beeline for your cities/units if they could see them. This would work well for the weaker spawns like mites/darklings/bandits. Keep you on your toes in the early game and make sure you don't leave your city undefended until you've cleared out the locations they spawn from.
This is fun because it forces the player to make strategic decisions. I want to get through that pass but I HAVE to fight that territorial drake. Is it worth it? Also as players notice the monsters behaving differently but in a consistent manner it will give the world more of a feel of actual life. Also the player will actually pay attention. Oh look a cave bear. I think he was acting territorial in the last game.
See randomness in this case isn't fun. And it's not believable. It doesn't feel right. We equate the monsters in the game to animals in real life so we expect some consistency. Animals aren't random. The boar is always territorial and the deer always runs away from you. The bear you just are wondering if he's hungry or not. But the bear that might attack a lone human would never attack a large group. The monsters need some simple ability to make local decisions or the game is never going to feel right. Especially in a game that has so much PvE.
Great, great idea.
Exactly!
Great post!
I like the idea of different monsters having different personalities.
I think a better place for the random element would be when creating the monsters; sometimes a drake turns out aggressive, sometimes it turns out passive. When you first see a monster, you can either risk it, or wait for the AIs to risk it, but then you get to know, and make strategic decisions about how to deal with it.
Really fantastic post.
Sincerely~ Kongdej
The premise here states that there is no strategy in gambling, when that is not the case at all. In fact, many statisticians would disagree with the fact that there is no strategy in randomness. There are plenty of strategies that need to be considered. The question you pose is not a gambling question it is a strategy question.
The randomness of the environment is what makes the environment the environment. I do not disagree about the territorial ideas that you present. I do in fact support that kind of idea, it keeps the monsters close to their lairs as they should. Other more intelligent or marauding monsters are also fun that don't have a territorial type pull are also needed to make the environment lively.
Gambling is part of warfare. Knowing what the other player will do is not always precise and when the armies meet most plans go up in smoke and have to adaptive. If you scripted monsters to do as you suggest, I could game the system like I did in countless other times. Here chase my scout, while my main army moves right next to the lair. I would prefer not to know if this strategy would work every time, a need for randomness.
The part I find the "fun" in the randomness is not knowing that the strategy that I employed last time will work this time. Predict what an animal will do in any situation and you find it seems random. Why shouldn't the world that you play in emulate this same feature. The point is there needs to be a solution to where the random monsters fight the AI. I notice the other day watching just the AI where the AI and monsters did a dance before they finally went to battle. They both decided to fight each other, but couldn't end up on the same tile to fight.
Also, this thread is focused on the monsters and the AI players, but do these problems also arise between the AI players vs. AI players. Obviously the city attacks always happen, but what about interception forces. Do they do the I want to attack you tango as I described before? If you fix the territorial randomness of the monsters, will we have a problem between AI player to AI players if such a thing exists.
If the problem is just the monsters and the AI players, then the easiest fix is to compute the monsters turn at the end of each turn. But I think the problem will also lie between the AI players to AI players, and then the argument prior would be to argue for scripted AI, which is not the correct way to go with this AI. I trust that frogboy will find the correct answer to this problem and make the AI more sophisticated and fix this problem without eliminating the randomness.
By the formula that frogboy presented, has anybody watched the AI with the world difficulty so large that there is a 100% chance to attack the units. Does the AI still not get attacked, if so then it really isn't the randomness that is the problem, it is the program itself to which many people have deduced that it is the simultaneous turns that is the root cause of the problem.
I state that there is no strategy in gambling... mostly because I suck at typical gambling games (Joke)
Now stop using logic
Well if the code is incredibly complicated then there must be a few lines missing in it, because the monster behavior has so far been rather simple and easily manipulated. The 'code' so far is, if a montser is released from a lair, target the nearest -player- city. Enemies have gone completely accross the map to target my cities when an AI released it.
Also the monster AI is easily manipulated. Build a unit and stand it two tiles away from the monster. As long as that unit is weaker than the city, it will either remain stationary (it cannot decide what to attack) or it will approach the weaker unit. I ran a drake around a city for 10 turns until my army could return and deal with the threat. 10 turns hardly seems random.. but hey with the 6 80% misses in a row, maybe the random number generator is at fault.
Ok, so, I just captured an enemy AI city. South of the city, between my capped one and the rest of "his" empire are 2 Slags, a Forest Drake and an Ogre. It's year 192. To progress attacking this opponent I need to maintain enough defense in the capped city so it doesn't get eaten by a Slag or Forest Drake, or worse, multiple attacks same turn, AND kill the big crap in my way. Effectively the environment is defending my opponent.
Why are these mobs still here wandering? Why haven't they been killed or eaten his cities by now? I took a screenshot but I don't mess with stuff enough to know how to link it to a URL. It's pretty silly looking and a case-in-point how the AI seems immune to monster attack. Can you really say by year 192, "random roll" let his empire co-exist with 2 Slags and a Forest Drake? Mine never can.
edit: By the way, the "borders" touch, so it's not like there's tons of space in between cities. All the mobs are within 3 spaces of my capped city.
Maybe part of this has something to do with the bug that lets the AI drop outposts on quest locations etc. i.e not recognising map elements and maybe in turn monster lairs so not triggering them. This might also explain why AI towns and territory do not appear to be interacting with monster lairs. Not until I capture them at least and that deadly dragon next to the AI town suddenly wakes up. To be fair my units and towns don't seem to aggro as much as they used to either. I do notice monsters killing AI pioneers occasionally but it appears to be down to random movement of monsters rather than specific aggro. There does appear to be a lot of monsters wandering around AI towns when you reach them but also lots of untapped weak quests and goodie huts within the area of control, so something seems out of sync. Hell that AI sovereign I'm at war with doesn't even recognise my stack of doom standing next to him preferring to kill some mites on his own rather than duck into his town for some defence.
no more proofs are needed guys
we all know monsters dont attack ai as they should, now its devs time to find the reason why this happens
Perhaps the AI only rolls once for each unit/city/outpost? Otherwise there should be no way that they get ignored for more than a handfull of turns.
I tend to think that there is a deeper problem than them being THAT lucky . The same would be for our cities and I don't think this is the case, but who knows.
I lol'd.
Found out 2 turns later there was another forest drake to the east, too.
There are many great features available to you once you register, including:
Sign in or Create Account