DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

Updated to v2c. I actually mostly removed some stuff to go for a more minimalistic style. Gilden now uses their default leather because I couldn't get my version to look as nice as I wanted, I may change it back later. Removed Wraith leather shoulder pads and Capitar helm decorations. Some textures have also been slightly tweaked.

9 Replies 18,057 Views

[quote who="Murteas" reply="3" id="3424248"] Very interesting. Looks promising.[/quote] It already makes a big difference. Try it out and see.

81 Replies 299,163 Views

There is a bunch of stuff in CoreAIDefs.xml that I tweaked.

81 Replies 299,163 Views

First of all I would like to thank Frogboy for all the hard work he has put into the AI and making the game moddable. This mod is for everyone looking for a more challenging AI. It basically teaches the AI to play more like me! Changes -Reprioritizes the build order of practically every improvement and several techs. In particular they will build unrest and production buildings first most of the time. As a

81 Replies 299,163 Views

Thanks for all your hard work Frogboy. I have to agree that since we have access to the xml we can improve the AI a lot. It will just take a lot of tweaking which the community might be better at anyway.

28 Replies 53,856 Views

The problem with the Dead and the AI is that the only way to successfully play them is very hard for the AI. 1. It depends on getting a good start, and the AI can't reroll the world. 2. You need to rely on population from combat, and unlike humans the AI can't rely on superior tactical skills to inflict lots of kills but not lose too much itself. 3. You need to use alternate growth methods like spells which in turn require unique city locations. The las

21 Replies 70,118 Views

Slaves should basically be your cheap fodder that support your main troops. Mostly they would never use heavy armor but I guess if you have so much metal that you already have all your normal troops equipped then it wouldn't hurt. Just don't be like the AI and build swarms of slave archers...

8 Replies 16,260 Views

AIs use productivity and unrest like players. Unless you are playing higher then Challenging and then they get a boost but they still follow the rules. When I play the AI cities are always far behind mine. I usually have much higher level improvements and although the AI has a lot of units my upgraded fortresses can pump out a unit with chainmail in 3 turns midgame.

79 Replies 220,210 Views

[quote who="merlinme" reply="32" id="3420572"]I aim to have a stack capable of taking on tougher battles from about turn 70, and that probably includes one mage and one commander of level 8 or so. I normally expect to be on a roll taking AI cities, Deadly lairs, maybe Wildlands, from about turn 100, and then turn 130 onwards is mainly mopping up, game is generally over somewhere between turn 170 and 200.[/quote] Around the same timeline for me. Although I might get my first tough stac

58 Replies 239,371 Views

Here's something dumb the AI does. As Magnar they love spamming slaves and slave archers in particular. [e digicons]:'([/e] Slaves are for backing up existing elite units and wearing the enemy down before hand. You should never build just slaves. I can kill an entire stack of slave archers and take no damage as all those units have like 10 initiative and no health. Slaves are cannon fodder not damage dealers so why build slave archers. Seriously the AI needs to build some eli

79 Replies 220,210 Views

Thanks everyone for your replies. It seems like most people here play on large or huge maps with relatively few AIs. I guess it's a very different way to play then I usually do. I play more for the strategy then the role playing, and enjoy the faster pace on medium maps. In a competitive game I still just don't see how champions are worth the huge investment, normal troops are usually better and so much easier to get. [quote who="Crastiloowa" reply="11" id="3420215"]I'm c

58 Replies 239,371 Views

I play on medium maps with lots of other factions so I usually start close to another faction or two. This means I have to worry about the AI right away and can't afford to spend time building an army to support a champion and sending that army out to explore. I have to guard my borders and keep developing my cities. Weirdly enough champions take up more queue time then normal units since you need to build normal units early game to support them. Obviously I could level my champions but I

58 Replies 239,371 Views

[quote who="merlinme" reply="1" id="3419974"]Re: ineffective unit designs, you can fix this by playing as this faction and designing your own; the AI will then use your designs when it plays that faction in future games.[/quote] Ya because of a mod I was working on I scrapped all my old unit designs so know I have to redo them.

11 Replies 67,855 Views

I design a special unit just for early game monster slaying. I call them Slayers and they are just spearmen with underdog and muscle. Well the important part is underdog. Monsters will always be higher levels so that's 3 free attack. A groups of Slayers allows you to punch way above your weight against monsters.

11 Replies 22,493 Views

I have been seeing a pattern in the games I have been playing lately. To sum it up the only real champion I use is my Sov. You always get the first level 1 champion but it's not very useful. It's so weak to actually level it up you have to support it with an army. Early game I find it better to just let it sit in my city as I don't have time to build troops for it. After awhile you get enough fame for the level 3 champion but I always grab a Governor if possible. A level 3 c

58 Replies 239,371 Views

First of all I would like to thank Brad for all his hard work on the AI. Since Beta I have constantly been nagging him about all the stupid things the AI does. However I only do this because I am a fan and want to see the game reach its full potential. Anyway I am happy to report that after playing a few games with the latest patch that the AI has improved spectacularly! [e digicons]:grin:[/e] Awhile ago I complained about how the AI really sucked at managi

11 Replies 67,855 Views

Since this is the Diplomacy update I may as well bring up a idea I had a long time ago. Right now Alliance victory may as well not exist. It's basically conquest where you don't quite kill everyone, but usually still kill most people. I would like to suggest that it could be tweaked a bit in order to make it an interesting alternative way to play. Change it so you don't need to ally with every other player to win. Instead simply require your alliance to control most

137 Replies 247,362 Views
Reply to LH AI in Legendary Heroes

The thing is that the LH AI is purposely designed to not be scripted. Instead from what I remember Frogboy saying the AI weighs different actions and variables from the XML before it acts. Nothing is hard coded or scripted. This makes it very flexible and mod-able.

75 Replies 216,371 Views
Reply to LH AI in Legendary Heroes

[quote who="Raiddinn" reply="62" id="3419095"]Plus, there needs to be some element of randomness to the whole thing, because formulas are going to be exploited by the players mercilessly. The last thing we want is players developing opponent specific build orders. Making the AIs plays random to some extent at least helps reduce the chance of that happening.[/quote] [quote who="merlinme" reply="64" id="3419100"]I do build Studies in my Fortresses, but most of the time I build troop enh

75 Replies 216,371 Views
Reply to LH AI in Legendary Heroes

[quote who="Raiddinn" reply="59" id="3418927"]You are greatly underrating the usefulness of monuments. You should be building them in every single city without fail.[/quote] I build them all the time and they are very useful. The problem I have is the AI likes to build them in cities that don't even have workshops yet. In fact they almost never build bell towers or workshops. They spend so much time building stuff like monuments, studies in Fortresses, or units in Towns, that they

75 Replies 216,371 Views
Reply to LH AI in Legendary Heroes

[quote who="Raiddinn" reply="57" id="3418850"]The guidelines are just that, guidelines. They are plans that you deviate from as necessary and try to get back to. Teaching an AI when deviating is necessary is pretty hard.[/quote] Oh I understand that but even even increasing the weight on these items would really help. The guidelines I give above are very general and basically always the best thing to do. I don't expect the AI to be perfect and never make mistakes but ri

75 Replies 216,371 Views
Reply to LH AI in Legendary Heroes

I have been playing a few games and some things pop up in regards to the AI. The AI is indeed very sophisticated but rarely puts up a challenge, because it does some very dumb things. Just played a Large map and ended up facing Roseln, who did terrible. They built stupid units like widows and all their champions had tons of injuries. They also failed to kill the Darkling lairs all around them. After examining the situation I think I know the root of their problem. The AI is just horrible inef

75 Replies 216,371 Views

I'm not that old so if you exclude Math Blaster, then Warcraft II. [e digicons]:grin:[/e]

255 Replies 654,768 Views

[quote who="Frogboy" reply="104" id="3411691"]There will be a third game in the Elemental world but that won't be related to Fallen Enchantress any more than Fallen Enchantress was related to War of Magic.[/quote] [e digicons]X|[/e] What does that mean?????????? That could mean anything from a RPG, to a reboot, to a stand-alone expansion!

123 Replies 645,095 Views