For those of you interested in seeing in progress AI updates I've been working on over the holiday you can try the latest build here:
https://dl.dropbox.com/u/8051911/FE-119frog.zip
Just unzip the EXE into your FE directory.
The biggest changes should be on larger maps. However, be on the look out for longer turn times since I've had the AI do more analysis to try to make it smarter.
I have a pretty good game going on the Anthy's map (Custom Sov & map settings changed to allow denser resources), but I'll start a new game & give this a try. I'll let you know if I notice anything different (good or bad).
BTW - Is this just for the Faction AI or did you make changes in the monster/UPC AI also?
It's everything.
And you don't need to start a new game.
A lot of what I do with the AI has to do with how much time I want to give the computer players on a typical machine to do their thing. I tend to be very sensitive to turn times so I cut the AI off pretty quickly on how far out they can plan their moves. In this build, I loosened those restrictions.
30 turns into new game & haven't noticed any lag in turn times. Playing on Anthy's map with 8 factions.
That's cool. I'll go back & reload my saved game. That should be a much better test.
After 17 turns, (I was 500 turns into game before switching exe files) only seeing a 7-8 second lag (hit 10 seconds once), not really noticing any difference from previous version. I'm running it on a pretty good rig (Win 7 64bit, Intel i7-2600 CPU @ 3.4 GHz, 8.0GB Ram, NVIDIA GT530), so maybe those extra cores & Ram really do help.
Can't really tell yet if AI is doing a better job, but it seems the armies I'm facing are tougher (7 of 8 factions had already declared war).
However I will point out that the AI still isn't maximizing it's potential (you didn't say if you were working on upgrading that).
Examples -
Magnar had 2 solo champions within a square of each other. When I moved my army toward them, one fled & the other attacked. They would have been seriously overmatched even if they had combined, which they could have done, but the smart move would have been for both to flee. Was the AI trying to sacrifice one for the safety of the other? If so that didn't work, tracked the 2nd champion down & got him too.
Yithrill sent a large stack (6 units - 380) that still had 2 open slots. It gave me a good fight, but those 2 open slots might have turned the tide in it's favor.
Resoln sent an even larger stack (7 units - 242) that also had 2 open slots. I couldn't beat that one without casting Pillar of Flame first. Resoln fields some deadly champions & combo's it's units pretty good.
Just curious - have you addressed the AI sovereigns/champions always choosing Assassin Path at level 4 issue with these changes?
How about making a slider somewhere in the options, to us players that prefer smarter AI to lightning quick turns, the longer turn timers doesn't hit players as much when we click to end turn anyways.
Sincerely~ Kongdej
I didn't touch anything beyond what I mentioned in the OP.
Are you (when actually) planning to do some work in that direction?
I mean sovereign/champtions development (assassin path, leather vambraces, amulets of initiative and generally equipment) and AI using tremor/freeze as a must-do actions pillar-of-flame/wither priori to attack and AI using cavalry whenever possible.
One the last topic I've seen the priorities on AI using footman/archer/knight - we need at least cavalry archer/light cavalry/knight and we need them prioritized higher then equivalent footman units - there is really no need to use footman if mounts are available, extra turn or two of training time is non-issue.
Out of interest: is the available AI CPU time determined dynamically or is it static? That is, if I am playing on a slower computer is the AI weaker?
Thanks for the work.
If interested, I have a vanilla game where a CPU hero is idle near one of my watchtower since 30+ turns. I don't know why he don't budge. I teleported him with CTRL+T then and he resumed activities.
My fix should take care of the problem you describe. I hope.
That's basically what I noticed as well.
Sounds nice
... My computer is sick and started overheating, your patch fixes that too?
I will give it a shot tonight. Looking forward to continued improvements.
Thanks Frog!
I applied the 'patch' to my existing game (xxlarge lush world from ecomental, Heavenfall's mod 7 AI, everything set to ridiculous, my custom sov), which was at turn 178. Turnset time was about the same for the few turns I played, but it seemed the in-turn unit movements, cursor movements, etc. were a bit 'jerky'. System is I7 920, GeForce gtx 260, win7 64bit, 6gb ram, raptor HD -- almost 4 years old.
I figure jumping into the middle of a game isn't a 'fair' test so I restarted that same game (used the very same starting savegame -- I save immediately upon creating a new game, before moving or doing anything), currently turn 147. Observations so far:
-turn times seem normal, no slowdowns, or jerkiness observed
-wandering mobs seem more active. Had 2 obsidian golems attack within a few turns of each other, in addition to the mobs that hit me in the pre-patch game. This has caused me to expand slower, and build more units for defense in the patched game.
-I met the frost giants a bit later in this game -- they were ~3x my score in the pre-patch game, in the patched game they're ~6x my score (in the first game they never exceeded 3x). In the first game all met AIs were ~3x my score so seeing the frosties 6x is heartening (and scary!)
-I noticed an angel champ sitting on a loot spot (library perhaps) and when it moved off next turn the library remained. I haven't tried to move onto this library to see if it's really still there or just an artifact, will try to do so when I can spare a champ
-an angel unit (melee, not angel scout) chased my scout, my scout moved past a strong mob sitting in its lair, angel unit moved adjacent to mob then stopped for at least 10 turns. The mob didn't attack the angel unit. I kept a unit within range to observe this for at least 5 turns, moved off, a bit later moved back and to within ~4 squares of the angel unit, then the angel unit started moving again. So the angel unit appears to have gotten 'stuck', and the mob didn't attack it.
-in the pre-parch game the frost giants were about a third of the map distance from me. They war dec'd me within a few turns of meeting, but never sent a stack at me (I kept a scout near their border in what I think is the only approach they can make) in over 50 turns.
-The angel faction is located fairly close to me. In the pre-patch game they were neutral, in the patched game they war dec'd me almost immediately and are hitting me very hard, with multiple stacks that are having no trouble finding my adjacent cities.
-Haven't noticed any strategic spells cast, but haven't moved into an AI territory yet
-Have noticed other AI taking each others' cities
So far, this patch improves things a lot, without much adverse affect (at least so far, 147 turns in).
This is a very dynamic game, so I can only imagine what difficulties there are getting AI to function well. It's a much more complex game environment than GalCivII, mainly because of the roving monsters, but also the terrain is more complex, and yada yada . . .
I downloaded from the link and ended up in a game where I significantly outproduced the AI on challenging, dense champions/monsters, scarse magic/resources, medium map/3 opponents. Not my normal pattern of success at all. As other people in this thread noticed no deficient AI, maybe I just got a bad edition? Are you constantly updating the file you linked in the dropbox account?
Could this be optional? It sounds like something that should be optional, especially since it would vary between machines.
I just tested this on my weaker laptop, it is a bit too much of a chug turn-wise for it to be enjoyable, but I haven't tested on my "higher-end" laptop.
Also, I don't think enough people know this patch is actually out. It got hidden away in the forums (part of the problem with Stardock forum design). May need to sticky or something.
Alright, I'm probably being an idiot, but since I'm using Steam, should I simply unzip into My Documents\My Games\Fallen Enchantress?
Is that all?
It doesn't seem to be replacing an existing .exe.
Thanks
That would be wrong, and silly
You will need to locate the exe file in the steam folder, but I personally don't know if steam wont make troubles.
That said, Go to your programs folder if you installed steam there, and enter: "Steam/steamapps/common" and in there you will find a folder called "Fallen Enchantress", in that folder you should install the exe file.Be aware that it is possible to ask steam to save your games in a different directory.
The folder you were pointing at is where Fallen Enchantress place its saves, custom units and stuff like that.
I second this request. I would prefer to be able to play against a better AI with slower turns myself.Also it would be cool to create several different monster AI routines so some of the wandering monsters could be more intelligent in their choices. It seems to me you have several classes of monsters that you could build different class base routines for. So some would flee from your larger units some would assess whether they would survive attacking your city. Etc.Excellent Game Overall. Using it as baseline you can totally create something that is a great game. I look forward to your continued improvements. Will try out the patch later
Thanks for the update.
I still have great difficulty understand when / if wandering monsters are going to attack my cities. My current game my only army in the early/mid game spent most of its time moving from 1 city to the next to defend it against wandering monsters. The problem was my army wasn't strong enough to take them on own needed militia's help so couldn't attack them.
No, that's just going to be your save game folder. Unzip it into Steam/steamapps/common/FallenEnchantress; you'll know it is working if it asks you if you want to replace the file.
Just a quick FYI, I have seen the AI in 1.12 absolutely steam roll everything in it's path, so the AI is capable of doing it, it's just not consistent in doing it.
I play unmodded, and I always use custom factions. As a lark, I created a hero for Umber and started her with summoning and lvl 2 death magic. I played a large map game with 8 factions on Hard and was doing a decent job staying ahead of my neighbors. When I first came into contact with Umber, they were @ 200 and I was @ 160 in power rating ( the rest were at ~ 100). In short order Umber began fighting 3 separate AI and stomping them, knocking out Gilden, Capitar and Magnar while declaring war on Resoln and myself.
The AI power rankings for Umber were ratcheting up, sometimes as much as 20-25 points a season. When I finally saw it's units, they were nothing amazing, with the exception of their hitpoints. One 5 group Defender unit had 200 HP, and the others in it's stack had between 100 and 160. I had a city at the end of my kingdon that I would make them attack me thru, since the AI seemed to be focused on capturing cities. I knew I could kill the two stacks of infantry with no champions, especially if they attacked my city where I could overwhelm them with force, but the marched right by my city, forcing me to leave to attack them, I exhausted most of my mana wearing down these meat shiled stacks, but I saw no drop in Umber's Power Rating, it kept climbing. The second wave showed up, and that's when I folded my hand. 6 armies with 5-7 groups in each, a mixture of archers, Ogres, champions and advanced infantry. I might have taken on one or two stacks, but not 6.
When I retired the game, I was astounded to see that Umber was earning over 700 GP a turn, and apparently spending it every turn to rush troops. All their graphs were approaching exponential growth, it was pretty awesome. In retrospect, I realize that as a map setting, I chose lots of monsters because my sovereign had "Beastmaster" as his background, and it's how I like to keep up in the early game. Umber's people had the trait where they aren't bothered by monsters, and that may have given them a big early advantage ( Tarth was in the game but did nothing of merit ).
I played a second game with the same set-up and races ( which I am currently playing ), to see if this would happen again. I ran into Umber early, and they had not done anything remarkable yet. I found Selena Black ( their Sov ) while scouting and expanding, and watched her sit, out in the open, away from her territory, for a good 15-25 turns. She cast the Spirit Warg spell so her group went up to three, but it still didn't move. I killed a nest of Ophidians so I could settle in a 2-4 tile near her borders, and then she took off like a rocket for her territory THROUGH my new development. There were two other paths back to her own land, and she had a lot of land she could have explored but didn't. Apparently the pathing AI got refreshed or released her when I killed the Ophidian nest ( they were stationary in their lair). So, at this point Umber is about to be exterminated by Gilden, who I am currently tied with in power at about 190.
The AI is capable of doing a mean job, but it's not as consistent as one would hope.
If you encounter uber AI, check out their amount of knowledge available for trade in the diplomacy options and make sure they don't have 100 times more knowledge than you do. The AI has a bug with the amount of research they do and get from trade.
The "AI is stuck with its pathing" happened with latest Frogboy exe?
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