trigorin

trigorin

Joined Member # 3099050
16 Posts 40 Replies 7,840 Reputation

[quote who="Gauntlet03" reply="1" id="3588946"] Moving parts? As in detaching and choosing a new attachment point? If so, No. Undo/Redo... No. I wouldn't expect these, anytime soon, they have a lot of other priorities with the game right now, and while I am horribly biased towards wanting more ship design tools (all I do is make ships for Gauntlet's Race Mod), its already the most robust feature set of the game, it doesn't "need" much i

2 Replies 9,984 Views

I see that AI gets certain bonuses on different difficulty levels. However is there changes in how deep algorithm it uses according to which difficulty levels has been set similarly to how it worked in GCII?

0 Replies 7,753 Views

Has anybody seen the AI going for Maigc Victory? I'm aware of that it can't win through passing Master Quest, but I was hoping it could build up for casting Spell of Making. I see no signs that AI would go for it even if an opponent were in the appropriate situation to do it easily. Especially on Normal difficulty level.

9 Replies 13,399 Views

[quote who="Yarlen" reply="88" id="3402440"] Sorry, gang, making the AI moddable is not in the cards.[/quote] Even the multipliers are not? Sad. However I would appreciate if you published an official sheet with all multipliers of difficulty levels. There are a lot of speculations here and there, but nothing seems to be clear.

102 Replies 397,139 Views

I measured the income rates of a hard AI in a recorded game, and it seemed to me that AI had a 2x multiplier there. Tooltips showed the expected values, but the numbers on the top right section of the UI were growing twice faster. Does anybody know where these mulitpliers are set?

24 Replies 23,018 Views

Some findings here. - Sometimes the list in an opened Build or Train window gets empty when switching zoom level between cloth map and world view. Window must be closed and reopened in order to see items again in the list. I have experienced it once at the beginning of a game. - Hotkey 'T' of Train window doesn't work when Build window is opened. - Tip window of yield over a tile does not scale with zoom. I have to zoom close to the ground to

0 Replies 7,807 Views

With 1.00 I often experienced sluggish screen scrolls independently of zoom level. It seems to be completely gone since v1.004. This is very appreciated improvement. However sluggish screen scroll is still there when I zoom out to just before switching to cloth map, but it is not so annoying at the moment.

40 Replies 25,617 Views

So Master Quest is just a unique alternative for human player to win in a game going to a dead end. This is an uncommon asymmetry between AI and human player in a Stardock game :) In spite of that fact I'm still really interested in 1st and 2nd questions as well.

4 Replies 8,506 Views

I've read in a forum that AI has not to go through quest steps, it rolls dice instead. I'm interested in 1. how it is calculated? 2. how it is related to human player possibilities? It takes much more time for a human player to pass a quest, while his or her units gain experience in corresponding battles. 3. Can AI win Quest Victory?

4 Replies 8,506 Views

[quote who="Frogboy" reply="20" id="3259180"]Well the AI doesn't get to complete quests automatically. They simulate the quest (rolling the dice) and they aren't allowed to go on tons of quests like you humans are! [/quote] Hey, and what about your principal that a feature AI can't handle well must be cut off? ;)

157 Replies 111,805 Views

I'm wondering why there isn't Event Log in the game (like one in Galactic Civilizations 2, Civilization V etc.). Last time I got a strange spell on my city (black clouds and black rain for a short time), but no info appeared on what happened to it. I thought an Event Log should contain these kind of info.

0 Replies 5,130 Views

Since terrain doesn't matter, unit positioning is partially important, exit spaces are gone, I don't see the importance of hand-made tactical battles. Generating random maps wouldn't be so difficult from now, I guess. So having randomly generated maps which layout depend on surrounding area where battles occur would lessen a bit the repetitive feeling of tactical battles.

0 Replies 4,111 Views

Interesting thoughts. However I'm sceptic about this dice roll thing. According to Brad's principle, that a feature which AI can't handle will be cut off, I would say quests can be followed by AI as well. These kind of quests are only sequences of minor goals which can be defined enough to handle it programmatically, I guess.

16 Replies 15,524 Views