While the AI in 1.3 has seen improvement, I believe the following helpful advice gleaned from various threads over the last weeks might help to greatly improve its performance. In the hopes that His Right Honourable Msgr. Bradley Wardell might grace this meagre thread with a perfunctory perusal, I herewith scribe:
1. AI Unitbuilding and Unit Design:
- Suboptimality: AI designs units with traits it cannot use, for example Wraiths (Resoln) with Plate Mail Proficiency. Less severe: early-game defenders with Plate Mail Proficiency.
- Suggestion 1: AI should design separate unit Templates for each faction, noting some of the most common strengths and weaknesses within each faction.
- Suggestion 2: The AI should rely MUCH less on "upgrading" existing units, and simply upon designing new ones as technology becomes available. Increase the number of templates and individual designs to reflect various stages in technology, particularly the early game, in which armor is not available
- Suggestion 3: AI unit designs should become available to the AI to build from after certain triggers have been activated, most notably, the discovery of a prerequisite technology.
2. AI Citybuilding:
- Suboptimality: The AI does not plan or use its cities effectively. Example of usage: Conclaves producing units while Fortresses produce research; available enchantment slots in Conclaves include Aura of Might when producing Wealth. Examples of planning: Tiles without essence are chosen for Conclaves.
- Suggestion 1: The AI should favor settling tiles with Essence more than those without. The AI should plan to make Conclaves out of villages with at least 2 essence, otherwise it should make towns or forts.
- Suggestion 2: AI should use fortresses primarily for generating units, not producing research; AI should make fewer conclaves, build more research- or mana-generating structures in conclaves, use conclaves primarily for generating research or mana, train fewer units in conclaves; AI should build more food- or wealth-generating structures in towns, use towns primarily for generating food or wealth, train fewer units in towns
- Suggestion 3: The AI should not settle tiles with 6 or fewer combined resources (unless there are 3 or more harvestable resources within range and no other tiles are appropriate). AI should greatly favor settling on tiles with 9 combined resources, even if there are no harvestable tiles nearby; AI should favor settling on tiles with 8 combined resources, even if there are no harvestable tiles nearby; AI should favor settling on tiles with 7 combined resources if they contain 1 essence, even if there are no harvestable resources nearby.
3. AI Championbuilding:
- Suboptimality: The AI will frequently equip a "natural" mage, such as Procipine, as an axe-wielding warrior, resulting in greatly ineffective champion.
- Suggestion 1: AI Sovereigns should have more detailed templates according to which the AI chooses equipment, traits, and behavior. Some sovereigns, such as Procipine, should focus much more on using magic spells.
. AI Tactical Behavior:
- Suboptimality: The AI will often choose suboptimal behavior for its champions in tactical combat. The AI *will* spend mana on strategic unit blesses, it appears, but seems much less likely to spend mana tactically. The AI will choose (also for human player champions with a "beserk"-causing spell or item) to keep a melee unit back with archers instead of forward.
- Suggestion 1: The AI should be much more willing to spend mana to cast buffs and debuffs. The AI should be more willing to cast spells.
- Suggestion 2: The AI should be more willing to place its melee champions in a position to attack in future rounds, also helping to "defend" its back ranks.
5. AI Strategic Behavior:
- Suboptimality: The AI will often not move its units (at all), but keep single units just outside of cities, or near enemies / ruffians, getting them picked off easily. The AI will much too frequently undervalue peace. The AI will leave unattended lairs, treasure chests, or enemy outposts uncaptured. The AI will much too frequently rely on mediocre combinations of chaff units produced in highly unproductive towns or conclaves or villages to defend its vital interests. The AI relies on units to attack more than it does Champions backed up by units. The AI will build "stacks" of scouts to "support" its champions, instead of ranged units (to support melee champions) or melee units (to support ranged champions). The AI does not compliment its champions (1 melee, 1 support) or its troops well (support champion needs fitting troops, and needs to cast spells to support them).
6. AI Pathfinding:
- Suboptimality: The AI is greatly hindered by the current rule mechanic disallowing most non-hostile entities to occupy the same tile simultaneously, causing them to go for dozens of turns out of their way in the faulty hope of thusly being able to bypass a bottleneck. (This also hinders pathfinding of human units.)
- Suggestion 1: change ruleset to allow non-hostile entities to occupy the same tile simultaneously; non-hostile units can occupy same tile as other non-hostile units and structures.
- Suggestion 2: Should a destination be "blocked" by (hostile) units, the unit pathfinder should not find a route-around, but a different desirable destination.
N/A
I disagree with the way the OP wants the ai to build. Everybody doesn't play the same or like the OP so the AI shouldn't either. He's presenting an optimum strategy that he uses. The ai shouldn't have to mimic him or copy him. Just because he plays that way the ai should never play the same. The ai should be a separate entity not a clone. Each should play differently than the next and only the difficuly levels should change the way they play by the amount of advantages they get. Nothing more, nothing less.
Mind you I don't play with the largest possible maps or anything, but I have never seen the AI lose anything more than low triple digits mana on death at the most. Definitely not mid four digits or into the fives.
That is regardless what the AI has chosen for their sovereign. In all my games they seem to cast every time mana is available and keep themselves permanently locked out of mana.
I don't use that much mana when I play so it's not unusual for me to end up with 1000+ at the end of the game, but all the AIs are always way below me. Their graphs usually don't get higher than 10 - 20% of the heights I reach.
This is how it looks at the end of substantially all of my games.
There are two settinigs for AI which allow this situation. First: relations settings may go low and AI may declare war. Second: for each stage of the game AI has low priority for war actions and this setting is rather peaceful. So even at war AI remains peaceful and passive.
Well- yes? You want the AI to be able to win, right? As it is, it never seems to cast Spell of Making on less than Insane, I assume because it doesn't have enough mana.
If it saved its mana and cast the spell and you hated it that much then you could always switch off that method of winning. Personally I think it would be a good thing if there was at least a chance for the AI to win in the later game on difficulty levels less than Insane.
I would like to see the AI win ... ever, at all, and if it is by magic victory, then more power to it.
I think a lot of it really does come down to map size.
Larger maps contain more shards by definition.
The more shards the AI has, the more mana they are going to have available.
The AI doesn't snake, so I think it really helps the AI to have nobody running around in its' back lines.
If all the fighting is in border cities, then back in the back somewhere the AI can build shards up to 3 mana per turn each without enemy armies stepping on them and making them start completely over.
On tiny maps like I usually play, there are only border cities and no back lines for the most part. The only way to get a back line is to snake and fertilize nearby ground due to city length. The AIs don't do that, but I do.
A lot of my advantage comes from having a back line when none of the AIs have one.
They have to take cities from me to decrease my mana production, and it's not nearly so hard for me to reduce theirs.
For that matter, the AIs are really good at messing with each other in that way and I usually don't have a lot of work to do myself. They just keep each other low mana without my involvement.
Anyway, I think that map size does really play a large part in how much mana players have.
For that matter I think it has a lot to do with how much of every other resource they have too.
If you are playing on large map sizes and you have some large block of physical space that belongs to you, it probably has all the resources you need in it. If you are on a small map size your little piece of the world is much less likely to have all the resources you need in it.
I have a theory that may or may not be true that how often people CTRL + N varies inversely with map size. Basically, the larger your chunk of the world is, the less reason you have to redo the starting conditions because you are more likely to have everything you need in your space.
Could the problem also lie in the fact that you modded the AI Primal_Savage? I know you tweaked a lot of data points and in the process could have forced this particular situation.
I play on ridiculous, and I've seen enemy sovereigns lose HUNDREDS or even THOUSANDS of mana after I defeat them in combat (that represents HALF their mana pool).
I'm just wondering why you are seeing what you are seeing, versus my experience. Try playing one difficulty level higher maybe?
Well, the thing is, I'm not seeing the problem being reported... I'm seeing a situation which to me does make some sense: CasterAI have tons of mana from researching Refined Arcana constantly while WarriorAI don't have a lot (They mostly research Refined Training or whatever the name).
And, when I played on Ridiculous (Or Insane, occasionally), casterAI would have lots of mana, which is why I believe this is mostly AI Intelligence/Strength related, although map size could play a role for sure.
Say you have 10 shards on small map + novice AI
10 mana / turn
* 1 (Has not research Refined Arcana at all)
=
Say you have 20 shards on big map (Possibly more heroes/troops w/ buffs to maintain but lets not take that into account) + XtraSavage AI
20 mana/turn
* 2.5 (Has research Refined Arcana 10 times)
50 mana turn
So you go from having double mana because of the map, to having quintuple mana because of map & AI Intelligence
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LH Mods by Primal
XtraDeconstruct
XtraDeconstruct Canons
Well, I was playing a game on ridiculous with a tiny map and 3 other players and I was holding my own, but on the year 204, the game crashed and I was never able to play another turn regardless of how many times I reloaded. Pretty anti-climatic way to end things I have to say.
I didn't get to compare mana for obvious reasons.
This is a vital crash. Its vital because S/L can't help. I also saw it rarely. Once I saved game on 1st turn and on 5th the game crashed. I reloaded and made nothing but end turns and on 5th turn the game always crashed. This was seen on original 1.2 and 1.3 versions. And I never saw this in Fallen Enchantress. Strange crash. What may cause it?
Sounds like a sound card crash to me, how long has it been since you changed out your sound card or updated your drivers and don't say "I just did that" because 9 out of 10 times it's not true they just say that because they don't want to be at fault and then go and update or change behind our backs. You also must remember to REMOVE OLD DRIVERS. A lot of people just try to update right over them and that will cause issues like you're having later on and later on has arrived. This is also true for video cards and drivers, it you've recently updated drivers or changed cards it could be causing issues from your old drivers if you didn't remove them.
Remember everything is your fault and the way you setup your computer for the most part. Rarely is it the mfg or software developers fault, remember they usually have a college degree for what they are doing and you don't. So, once again 9 out of 10 times it's the users fault not the fault of the developers, learn to optimize and don't think you know it all.....reading is your friend. )
Maybe it does have to do with the sound card and maybe it doesn't, but that is a pretty stupid thing to assume at this point.
My job is to fix IT hardware/software problems and if you work doing this sort of thing for any length of time you tend to learn some things.
One of those things is that if you can play the game from start to finish 50+ times including completing much longer games successfully and it only creates problems like these once or twice, then it's best to start somewhere that isn't your hardware.
As for my PC, everything was formatted and reinstalled under 2 months ago. I don't have a sound card and the motherboard sound drivers are the basic ones tested by WHQL. Generally, faults of this nature are related to stand alone sound cards and newest most up to date drivers not tested by WHQL. It is probably important to note also that I don't play games with sound and I always turn it off.
I honestly don't really care to try to resolve the error since it happens so infrequently, but I was thinking about trying to do the map reveal thing to see if I noticed anything strange. I probably won't do that either because I don't care enough.
The save http://www.lifetimeprogress.net/files/SaraiTharana.EleSav
All the sound options are turned down to 0 or unchecked. Doesn't mean for sure it isn't the sound, just not the first place I would look.
I would really be interested to know if people can get past the turn change that happens when the hero is moved 1 square.
Thanks for that. Though I have to wonder if it will just lock up again on the next technology I research.
I did notice that I was very close to finishing Heavy Armor. I thought that might have something to do with it.
Or maybe it is only when tech research completion and tech trading occur at the exact same time. That doesn't happen super often anyway since they only try to trade with me a few times a game and I would guess that I complete techs probably 1 every 6 turns.
I guess I should try and figure out how to opt in for the 1.5 beta, because there might be fixes in 1.5 for the crash that I was experiencing.
Thanks for the info about how to do that.
I tried using the save you posted before and not 2 turns later I had the same between turns crash again.
I had attacked a nearby drake and some pack drakes with 1 move left in the turn. As soon as the battle was over I had another hard crash when the between turns phase happened.
- Edit - I lied, the crash was when I was trying to pick a level up trait for my defender. The defender screen came up, but I was never able to click anything.
I changed to the 1.5 beta and I played the same turn that made me crash before and it didn't crash.
I don't mind auto-turns, as long as they don't make me crash.
I played like 100 more turns and still no crashes.
I guess people should play up 1.5 as a stability patch.
Played more turns and it did happen again once that when I was levelling up a hero at the same time as the end of turn was happening it crashed again.
Not sure if tech was popping or not. I think it might have been, but I lost many turns from this and I can't be sure how many exactly.
- Edit - Graph of tiny AI mana on a tiny map with ridiculous AI. Looks like the Yithril AI has 1000 mana on turn 1 (somehow?), but if we assume the Yithril graph can't possibly be correct which it seems like, then the AIs had the same mana issues they always do.
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