Turinturambar
Prince
- Joined
- Dec 19, 2005
- Messages
- 368
I'm definitely planning to help give the AI a better understanding of when to build rituals at some point. Right now, it's more or less random for most of them since their effects are all handled by Python code. Since they're basically just big spells (that are cast by cities rather than by units), something like the 'req' function system used in CvSpellInterface would work well.
Come to think of it, with the increased building costs in FFh2 and the marginal utility of several buildings, reworking the AI for building buildings in general might be a good idea.
I'll try my hand at some Python tweaks.
I'm not too fond of the idea of changing the core game mechanics just to help out the AI, otherwise I'd give it a go. In my opinion, the AI should be playing the same game as the human player and the job of an AI mod should be to help it play within the rules (in other words, if I was developing a chess AI, I wouldn't let it spawn extra pieces randomly to help it out). Yes, I'm aware that makes things much more difficult.
Anyway, if Hyborem appears too late, I guess that's hard luck for him, but he should be able to be fairly effective if he arrives at a reasonable time -- at least, he should be able to capture one or two cities and not get destroyed immediately. Probably a lot of this has to do with how the chooses targets and attacks cities. I'm thinking that perhaps they should be more willing to attack with their Hyborem unit (instead of only attacking with 95%+ odds, as with other world units) early on, making their game take more of an all-or-nothing angle. Might be worthwhile taking some other risks, too.
I see your point that changing gameplay mechanics does not have a place in an AI mod. However I currently see no way in making the Hyborem AI competitive without changing gameplay. Even a small empire with just archers/walls can completely stop him. Your idea of recklessly attacking with Hyborem could work, however it would show the deficiency of Hyborem even more. (turn 280: Hyborem has been spawned; turn 282 Hyborem declares war on civ; turn 290: Hyborem has been killed (twice); turn 295: the infernal civilization has been destroyed.)
I already fixed it, seems to have been a weird copy paste error.No idea. I'll have to try it and get back to you. What beelines are you trying to add?
I forced all civs to research in order: agriculture/mining/exploration/calendar/festivals to prevent an early AI economic crash and give them access to commerce/happiness resources.
Once they gain a specific number of cities they are also forced to research cartography/education.
I also forced them to research religious techs, if they had the proper alignment, the religion was not founded yet and they had researched the prerequisite techs.
There are some civ-specific exceptions/alterations, but on the whole it works rather well.
In my test games I have similar results to yours with noble AIs averaging at around 1k points at turn 300.