Frogboy Frogboy

Highlights of AI work in pictures

Highlights of AI work in pictures

I’ve spent the better part of last week working on the Elemental AI.  Without going into too much detail, here are some notes of what has been done and what needs to be done still.

image

Starting out playing as Relias for the Altar.

image image

image

image 

One of the things I noticed when I was playing was that after awhile, the monsters become simply fodder for experience and gold. The low level ones just don’t keep up.  So I made it so that intelligent monsters (like bandits) will tend to tame/combine up with other monsters into bigger and bigger groups as the game goes on (basically as they find each other).

This resulted in a problem in the game I’m having..

image

Monsters can and WILL attack and destroy settlements if they think they can do it and if they are lead by an intelligent monster.

image

And so MY participation in the game came to an end.

But the AIs could still play each other…

Year: 170 AC

image image

Turn 184 AC (around 60 turns later)

image image

By the year 222 AC, the world is claimed:

image image

 

So let’s see what they’ve been doing…

image

It’s a lot better than it was but it has a long way to go too. Now, I’m playing with the AI on “normal”. 

Admittedly, I did get killed but if I hadn’t gotten killed, I would have been able to wipe them out.

89,041 views 35 replies
Reply #26 Top

i think i actually requested auto-upgrading studies a few hours earlier in the forums. that is actually uncanny. it just makes sense and rewards people for developing their cities. funnily, as the game develops we are actually getting closer to what i've been arguing for all along, only that instead of getting buildings that produce in proportion to population and are limited by city level, we're getting production by level and limits by population. i still slightly prefer my way, but this also works.

monster intelligence is all fine and dandy, but personally i've often found myself under attack by groups in the early game that i could not possibly have developed enough military to defeat. personally i don't think they should be attacking towns at all on easy difficulty and should be more of a barrier to expansion than a threat to survival.

let me also join my voice to those asking that a city become occupied by monsters (and thus retakeable) rather than being simply destroyed.

Reply #27 Top

isnt it amazing how much work and time it takes to get the ai in a game right before release, I mean...um.. after release

Reply #28 Top

Can you really say the AI isn't better if it kills you around turn 150 :grin: ?  Thanks for the post Frogboy, looking forward to the upcoming changes.

 

Quoting RavenX, reply 22
Everything AI wise sounds awesome. One thing from the pics bugs me though. Some of those cities look WAY too close together. In my mind we should have at least the distance of an entire blank screen between each city so they don't look so bunched up, close together, spammed.  Keep up the great work
End of RavenX's quote

This is the magic bullet for me.  If Frogboy can fix the city spamming, the game improves two fold for me.

Reply #29 Top

... if I hadn’t gotten killed, I would have been able to wipe them out.

End of quote

hmm, maybe next time try informing them that your dad is bigger than theirs! ;P

 

Reply #30 Top

Independents take over city, strongest or smartest unit upgrades to 'leader' & becomes minor faction named coinsidingly with the leader's type (gaining diplomacy abilities, possibly limited to one alliance (joins you but stays independant, with the ability to finance their agenda/purchase units from'em/hire'em ta attack foes or defend your lands, etc.)), what units took over said city can then be produced at said city.  This would allow for elves, dwarves, lizardmen, gnolls, bugbears, trolls, goblins, orcs, kobalds, fairies, gnomes, dopplegangers (which would be good for quests), (I could go on but there's d&d monster manuels that can give the full description).  to be implemented into the game more.

>>One thing from the pics bugs me though. Some of those cities look WAY too close together. In my mind we should have at least the distance of an entire blank screen between each city so they don't look so bunched up, close together, spammed. ---- maybe capitol cities have a greater minimum starting distance apart (I'd be ok with all cities having a greater min. distance apart to give more of an 'oasis feel' to them which might help with the city spamming as well (could possibly even have 2 or so starting minor factions per major faction on random maps to add flavor to a 'bornagain' world (lots of races that would be reuniting could be added this way, maybe have them only spread by taking cities or some such)))

>>This is a good idea, but one that should be expounded upon. Not only should small groups consolidate, but there should be a method that when they do, there is a possibility that they get a weapon/armor bonus update. In addition, since the group gets bigger, the loot from a successful battle should be increased as well. In fact, there should be 'Dark Heroes' that look for these bandit groups and take them over thus making it a priority for a given kingdom or empire to hunt down and eradicate groups that become too big.  In fact, allowing an event to be spawned when a bandit group gets big enough that allows a given kingdom/empire to place a bounty on the heads of the group could be fun as well. ---- yeah

 >>if I hadn’t gotten killed, I would have been able to wipe them out  ---- can't wait till this isn't a sure thing, me and some friends waiting for the ai to get 'chess master' ability (I got a twenty twen twen here for ya frog if it'll convince ya ta write code through the holidays)

Reply #31 Top

my suggestion for the city proximity issue would be for the city CENTRES to have a minimum distance of 10, BUT the buildings/improvements to have a minimum distance to another city of 5, this way the city spam AND city growing togeather issues are prevented.

harpo

 

Reply #33 Top

I'll admit that I haven't been playing the game recently after deciding that it... wasn't yet worth my valuable time, but but kudos to you for continuing improvement!

 

Hope to see 1.1 soon, but of course not until some improvements.

Reply #34 Top

"It’s a lot better than it was but it has a long way to go too."

 

Okay, well... I'll check back again in another 3 months.  Sucks that I can't play a game I bought for like a year after I bought it...

Reply #35 Top

any more highlights of AI work in pictures?