Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,304
The goals of Wildmana modmod
The main goal is to make FFH more enjoyable by teaching the AI the unique abilities that exist in FFH. Magic is a very good example here: having to fight amurite champions+catapuls or Amurite Firebows supported by wizards makes quite a difference.
The other two goals are adding tools for the human player to the game which make the game more enjoyable and tweak a few things that look like a missed opportunity.
Improved AI:
A sample of what has been achieved so far
Most of the changes will be AI improvements since there is still lots of room for improvement. A few small gameplay tweaks on the way are likely.
The main goal is to make FFH more enjoyable by teaching the AI the unique abilities that exist in FFH. Magic is a very good example here: having to fight amurite champions+catapuls or Amurite Firebows supported by wizards makes quite a difference.
The other two goals are adding tools for the human player to the game which make the game more enjoyable and tweak a few things that look like a missed opportunity.
Improved AI:
- AI use their resources better. This avoids the need to give the AI too high handicap bonuses
- AI makes their decisions based more on flavor. Flavor is a big part of FFH, the AI needs to understand this.
- AI is able to achieve every victory condition. Make the endgame more interesting
- AI understands to use the game elements unique to FFH, like magic for example. Why have 21 different civs around if 20 of them play the same way and do a champion and catapult rush. If AI understands their Civ advantages better, it makes it more interesting to play against them.
- Better Display of Information
- Reducing unnessary micromanagement
- Making Gamespeed an important criteria
- No big changes
- small balance changes by making not so useful things like mercantilism civic a bit more interesting
- The shining example of balance is Starcraft, which features three civilizations that are completly different and still very very balanced. Civilizations "more the same" credo is no option.
- attempt to keep most game elements the same with FFH, cause
- never change a winning team
- FFH had a lot of playtesting
- makes it easy to learn the mod
A sample of what has been achieved so far
- AI has basic strategies for all victory conditions: The AI can achieve a tower of mastery victory with access to only to 4 mana nodes and metamagic mana. It has a unique conquest strategy which gives it a better understanding of how to wage war and when. The strategy for culture and religion victory are only very basic. The AI will adopt theo civic and use lots of priests when it attempts a religion victory, also it understands how to use the great priests.
- AI is much better at using magic: Direct damage, Haste, Buff Spells, Summoning, it's all something the AI understands now. It will try to give adepts in a stack different spells based on how useful it is to have a spell multiple times. AI is able to bombard city defenses with fireballs.
- AI groups its units better: The AI knows that sending out a settler with only one guard is no good. The AI knows that it should not use tier4 units or heroes for city defense in fishervillages. The AI likes to build Stacks of Doom
- AI has a better economy: Better and still flavorful tech selection, much much better understanding on what to build, best example here is that the clan of embers now builds warrens.
- AI has a better gold management: Khazad save up gold, AI gets a reserve of gold for events, they get some gold for trading and prefere to trade with long time allies (based on alignment and favorite religion)
- Religion: AI unterstands much better that Religion in FFH is more than a cheap way to get happiness. There decision is based a lot on flavor. Some are opportunistic and choose whatever religions heroes haven't come to life yet.
- Barbarians: They know better what's good for a barbarian.
- Animals: More unique behavior. Will move their lairs if necessary and become enraged from time to time.
- AI understands their civs abilites better: A lot could be listed here. One striking example is Lanuns ability to use pirate coves which has been teached to the AI by Skyre and is merged in Wildmana.
- BUG (BTS unaltered Gameplay) 3.6 has been merged in which adds a lot of interface improvements. Might update to denevs FFHBUG since I already merged lots of his improvements.
- War on Micromanagement: Spellcasting and Terraforming can be automated. Don't have to tell the mage to cast haste every freakin turn.
- CAR mod merged in to improve gamespeed
- Some of the "What, this civic exists?" civics have been made better.
- Many of the buildings have either lowered
costs or got small boosts.
Most of the changes will be AI improvements since there is still lots of room for improvement. A few small gameplay tweaks on the way are likely.
- better diplomatics: AI still lacks long term strategies. Most diplomatic decisions are based on randomness, not flavor or strategy.
- Naval Warfare: AI needs to understand what waterwalking means. If it builds fleets to settle or conquer distant shores, it should understand to send more than one ship
- Better lategame teching: Its still quite random what the AI techs lategame
- Hidden Nationality: The AI basically has no clue about it yet
- AI still lacks to understand a lot unique abilities of the many civilizations.
- AI warfare. AI needs more tactics than just Stack of Doom strategy. Assault stacks with high mobility units. Counter stacks with assasins. There is a lot of potential.
- Portals: Create Portals on the map which allow to travel between continents and teach the AI to use these.