Once more: FFH and the AI

That isn't a bad alternate. Frankly, we could do all of the above (although I'd start with one way of organizing flavors first).

I don't see any reason why flavors couldn't be an XML-only change. The list is in XML (GlobalTypes.xml); just change the list (or add the new ones) and use it instead of the present list. Then seed the numbers with reasonable values, and balance them until they work well.

So you mean there's nothing at all in the SDK which defines what the vanilla flavours are, nothing they are linked to or are necessary for (except for Leaders/Units/Buildings/Tech XML)? They're just empty constructs?

If so, this is gonna be even easier than I thought. ;)
 
I probably missed something - but if one of the biggest, current, problems is the fact that the AI likes to research ALL four schools of magic - wouldn't giving the Magic flavor to them just exacerbate the problem for whichever Civs go for the Magic flavor? Unless of course, this is being propose as a means to keep the AI from using Magic - in which case, I'm strongly against it. Keeping the AI from using Magic would likely increase their early game strength - as they'd focus more upon other techs as no waste their time researching Magic - but if the player could survive to get a few Archmages - the battle will turn around very very quickly.

Anyways, I think that Maniac has the right idea when he changed the Adepts of the computr so that they'd start with a school of magic instead of a free upgrade. Another option would be to modify the Mana sources available to each civ so that the spellcasters would be sure to start with 2 sources of a specific mana - and therefore all adepts would start with that school... maybe even 3 sources - Sheaim + 3 Fire mana = good times, maybe even the AI would come at you with Firey death.

This leads to another change which could probably be impemented pretty easily - More benefits for having multiple of th same mana. 4 sources = start with Level 3. 5 Sources and start with lvl 3 of the element and because of the way that Damage will be broken up into various elemental damages - maybe a natural resistence to an appropriate school of magic?

Then the AI would just need to know to concentrate on spamming Nodes of the appropriate school - and given enough bonuses to the Adepts, they may be a viable strategy for the AI - if we can teach it to use the magic.
 
4 sources = start with Level 3. 5 Sources and start with lvl 3 of the element and because of the way that Damage will be broken up into various elemental damages - maybe a natural resistence to an appropriate school of magic?
The first idea was in at one point but cut because it allowed mages to cast archmage spells, although the second idea had merit, I'm not sure how it'd work, since # mana >> # strength types.
 
Here is something which has bugged me, there may be a reason for it which I can't see but ... Eternal Flame gives you 3 Fire mana. It requires 1 Fire Mana to Build. Total = 4 Fire mana. Odd number because there really isn't any reason to have the fourth. But like I said - I may not be able to see the reason why 4. I throw this in as a very sideways related issue because the AI does like to build Eternal Flame -- and it woul be nice to see the AI get some real benefit for having built the Flame.

Maybe Mages shouldn't start with a free upgrade when they are built - but instead start with 1 exp per mana source that the civ has access to, plus 2 exp if the player has 2 of the same type, plus 3 if they have a third, plus 4 if a fourth ... so if the civ has access to 4 fire, 1 something, and 2 of something else - adepts would start with 14 exp. This may seem a bit over powered, but in reality the Eternal Flame is a mid game wonder. I personally find that building adepts after a certain point in the game is a waste because they'll never get enough exp to advance anywhere....

I know that a lot of what I am saying may sound like balance issues -- but keep in mind, the AI already considers mana nodes to be useful, the AI already likes to build wonders which give mana, the AI already knows how to improve the mana nodes. Add some Weight to the Adepts, give the various promotions (especially the school of magic ones) some Flavors, so that the different civilizations will be more likely to build different types of Adepts, and give it a spin.
 
The 1 xp per type of mana is the effect of an Amurite bldg - Cave of Ancestors I believe.
 
A free promotion leads to more power long term than XP, since it doesn't increase the amount of time until the next promotion is availible.
The AI needs some better promotion picking logic
1. For now, block all 1st level targeted spells unless mages or conjurers are currently buildable and the level 2 spell is not targeted.
2. Value all other magic sphere promotion higher than any others such as combat. (does combat get higher weight for allowing future promotions? if so take that into account)
3. level 3 sphere >> any level 2 >>any level 1, unless that higher level sphere is targeted.
4. Conjurers with a level 2 spell, and 50% of mages with fire level 2 will have a much greater emphases on spell extension and combat than other magic spheres.
 
I can't see how to get the AI to look ahead at what they will eventually turn the Adept into - and if we add weights to all of the schools of magic, then the AI will just have a bunch of Adepts running around with 3-4 schools of magic, but no combat or extensions.

As for the statement that Free promotion is better for long term XP - that doesn't convince me - since the problem isn't really with the first couple Adepts built, it is the Adepts built after turn 200 (or whatever) that have no long term prognosis... because the game will be decided before they have a chance to advance far enough to become useful. Adepts starting out at high enough level to Change Class will provide a more useful force in the short term - which is all the AI is good at planning for.
 
And that is the bonus that the Amurites get as a civ. So you would like to do that across the board and give them a different mechanic?

EDIT: Also there are the leaders with the Arcane attribute as well.
 
In short: yes.

But the point would be so that the AI could look at its board position, decide that it needs a new magic-user, build an Adept, and not have to wait 100 turns for the Adept to become useful.
 
Hi,

yesterday, out of sheer boredom, a friend and I tried to play a game vs 2 AI. We played on Emperor level because that's normally the best we can manage. Also, recently we've started playing without barbarians again [...] We tore the AI to pieces so easily it wasn't even funny.

If you want more interesting games you definitely need a more interesting game setup... easier than tweaking the AI ;)

Here is something which has bugged me, there may be a reason for it which I can't see but ... Eternal Flame gives you 3 Fire mana. It requires 1 Fire Mana to Build. Total = 4 Fire mana. Odd number because there really isn't any reason to have the fourth.

Why not ? Trade ?
 
Don't get me wrong Im all for this concept of making the AI use magic better, Im just enjoying the discussion to see where all this ends up.
 
They can always be sent into battle.

well, that would be better than a bunch of adepts with all combat. Let them build axemen for whacking, for crying out loud, and save the casters for a-casting!

Ok, let them two argue that out.


Im all for this concept of making the AI use magic better

I agree.

If you want more interesting games you definitely need a more interesting game setup... easier than tweaking the AI

I disagree - different game setups really don't change much. The initial 100 turns (depending on game speed, map size, etc.) all revolve around getting techs to make use of the nearby resources, and building enough units to defend your cities at the same time as expanding your civ. This is what ALL setups have in common - sometimes this will be a very short period (especially if you start with techs, or premade scenarios with multiple units/cities), and sometimes it can be a very long period (huge map with only one other civ).. This is the period known as masturbation - you play with yourself.. the AI has almost no input into your gameplay.

The next period is where the interesting part of the game really is - once borders have been set, and civilizations have set their tech choices for what type of win they are going for, then comes the point where good games are made. Sure, you can give the AIs a bunch of stuff so that the player never gets past the first period - but that doesnt make for an interesting game. Interesting games are made by a multitude of roughly even - but very different - civilizations meeting and trying to win from this point.

But since the AI is unable to effectively use Magic (which is a big component of this Mod) - the second period is stunted because of the player's ability to properly use magic, thereby giving the player a HUGE advantage once they get to the part of the game where Mages and Archmages are being built - which almost always takes place during the second period of the game.

The final period of the game is either the Player running so far ahead that the computer doesn't stand a chance - or the player was beaten up so badly during the first period that the second period was almost nonexistant and the player does all they can just to hang in there until the time expires (or more likely, they just exit the game and start over).

Why not ? Trade ?

Two answers -- A) Currently the AI almost never trades until very late in the game, resources available for trading are incredibly scarce.. it would seem to me that a Fire mana (arguably the most valuable) should be worth more than the cow+corn that you can get for it when someone finally is willing to trade. B) Apparantly, the team is working on revamping the trading system - so the above issue is likely to be modified... then we'll see how valuable that extra fire mana is.


>>>>>>>>>> Long post - I know.. But I really think that The AI CAN be taught to use magic better. but it'll take time because the mod itself is still being developed and because of the complexities involved. It may be that simply changing the AI Weights involved in which units to build could free up resources - which could speed up research - which could enable the AI to develop more magic based units, and that could increase the chances of seeing the AI use magic properly. Or maybe each spell needs to be handled completely seperately. Or maybe the AI for the Adepts needs to be modified so that they know what promotions to take. Or maybe it is a combination of all these things.

EDIT -- Oh by the way, I think that Tsunami should go away - I doubt that the AI will every be able to use that spell properly. :) But spells like Fireball and Meteor are, to me, incredibly important that the AI learns how to use them - That first water spell is pretty good too. In the next few days I'll take a look at the AI for the Mages to see if I can see anyway to make them more likely to cast fireballs -- but for the time being I'm still testing my changes to the actual fireball to make sure that, once cast, they continue to attack as aggressively as I can get them to.
 
As for the trading thing Kael stated in another thread that there is an error in the personalities where what AI leaders will do are set too high for what they were actually meant to do and they have addressed this issue in Fire. Also I have traded my extra fire mana from the Flame wonder for other mana types or several resources fairly often with the AI.
 
They can always be sent into battle.
well, that would be better than a bunch of adepts with all combat. Let them build axemen for whacking, for crying out loud, and save the casters for a-casting!
There's no contradiction, except perhaps in my exaggerated tone. If an arcane unit has a chance to score some XP by finishing off an injured unit, it should do so. But this experience should go principally towards some spell spheres, otherwise why have an adept in the first place?

To give a more thoughtful reply to your earlier comment:
then the AI will just have a bunch of Adepts running around with 3-4 schools of magic, but no combat or extensions.
Not all the spells increase in power from combat promotions; only summons, skeletons, and fireball. So unless and until an adept learns death 1, fire 2, or becomes a conjurer, combat promotions don't make much sense to me, unless the AI is planning ahead, which I doubt, or wants to use the arcane units offensively, in which case why build them rather than axe or horsemen?

it would seem to me that a Fire mana (arguably the most valuable) should be worth more than the cow+corn that you can get for it when someone finally is willing to trade.
If you've gotten fire mana for that, then they must have really liked you, in my recent experience.

The final period of the game is either the Player running so far ahead that the computer doesn't stand a chance - or the player was beaten up so badly during the first period that the second period was almost nonexistant and the player does all they can just to hang in there until the time expires (or more likely, they just exit the game and start over).
Hopefully with Fire, the AI's will behavee in more interesting ways, banding together to be more of a challenge. It'd be nice if a one on one game could still be challenging, it should be a goal of AI development, but in teh meantime a world with several factions will give more of a challenge, I've found.
 
To give a more thoughtful reply to your earlier comment:
Not all the spells increase in power from combat promotions; only summons, skeletons, and fireball. So unless and until an adept learns death 1, fire 2, or becomes a conjurer, combat promotions don't make much sense to me, unless the AI is planning ahead, which I doubt, or wants to use the arcane units offensively, in which case why build them rather than axe or horsemen?

If you've gotten fire mana for that, then they must have really liked you, in my recent experience.


I agree that not all spells increase in power from promotions (though I'd argue that they should - as opposed to convincing the AI not to take the promotions, because if we tell the AI not to take the promotions - then why allow the promotions in the first place? just to help the Player out?)

As for the Trade - I was saying that in the late game I might be able to get cow + corn from an AI in exchange for my extra fire. I very seriously doubt that the AI would give me a fire for less than 6 food type resources. Which just shows my point about the lack of good use for the 4th Fire Mana - it can't be effectively traded, but it doesn't benefit the Civ that has it.
 
It would if you had 6 extra food resources ;)
But the extra fire from eternal flame doesn't hurt, even if it isn't super helpful. Use for a fourth mana of one type may or may not be added at some point, but it's hardly a pressing matter.
But your point was that free xp should be given for it, I don't have a problem with that either way.
 
I agree - it isn't really pressing.. just pointed out the situation and that I found it odd - and because the AI does build the Eternal Flame, I was just thinking that if there was some tangible benefit of having the fourth - then maybe that would help the Computer Civs.. The EXP was just an idea - people can take it or leave it, it was just an idea.

My main concern in this thread is to try and come up with ways to make the AI better at using magic.
 
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