the reason you seem to be the only one seeing the problem being so hard is that you're looking at a different problem than everyone else. You're looking at advanced artificial intelligence capable of complex learning and optimal gameplay. Everyone else here is looking at practical solutions for the question of improving ai in games people play; which is far easier, and only requires simple kinds of learning, not complex ones. And i'm a computer scientist, I well
zlefin
i'm not familiar with tbs community developed ai's; though it still wouldn't surprsie me if some were better than the oens the games came wtih. Good isn't about beating master players; it's about being a more respectable challenge, and doing fewer stupid things. Greentea AI for sc2 is quite a bit better than the one that came with the game. Making an ai for FE that's significantly better than the current one woudln't be hard, just time-consuming
what xml are you looking at? I'd like to look around the ai some myself; and i didn't see any xmls for the ai. In general; the problem with game ai's is not complexity; but a combination of lack of effort and making it too early. Game Ais are usually expert systems; and building expert systems is a lot harder when the game itself is still receiving many balance changes, or is still in development. Developer are also often not too expert at playing
It feels like my troops are unnecessary for quite awhile; and tha my heroes can solo to improve without any real need for troops to help them for quite awhile. maybe i'm building my heroes with not enoug magic traits; or i'm using too many of the strong opening builds designed to work wtihout troops. Working up thru the difficuly levels now, at expert I think. Just took out most of a nation, pretty mcuh with my 2 heroes soloing. It feels like the AI sho
On a certain turn in my game (late game-ish 170 turns i think, expert difficulty iirc) an ai army of 2 cavalry appears next to my city and attacks it. I searched the entire area and the army simply wasn't in range. There's no way it could have walked there. I tried reloading and same thing happens; if I leave guards in the city, then another city seems to get attacked. I don't think it's call of the titans as it's only one army that
I think the prices on armor for heroes should be lower, maybe some other items too. The production cost for things like armor is quite low; yet it can cost 50-ish gildar to buy a single piece of leather armor for a hero. Whereas buy cost to build that item for the 3 units in a troop would be far cheaper. I can understand things that take special resources like crystal or metal costing somewhat more to buy; but things made off pure production shoudln't be expensive at a
I like governors; but having them have to stay in the city to provide bonuses means they can't go out adventuring to gain more levels. So I recommend borrowing a mechanic from HoMM4 - wherein heroes with the nobility attribute would provide their bonus to a city even when not there; but to visit the city personally to put them in charge. So for FE; that would mean when a governor is in a city, he can have that city ASSIGNED to him; and then the city gets bon
i'd keep an eye on it balance-wise in case it becomse a problem. Compared to firebolt (or is it firedart?); it does less damage, BUT it does the exact amount of damage always. if shadowbolt says 20, it does 20. Whereas most damage spells do their listed amount to half that amount at random, just like attacks do.
I just got through playing my first several games; one of each race, only finished one, I was exploring the game; but in each one I played until i'd developed a good bit; and was usually in a position to win. I like the game overall; it's a good addition to the genre; some balance issues, but those are normal for new games. My comments may skew towards the negative; that's only because it's easier to identify things I dislike then things I like. I