Page 2 of 2 FirstFirst 1 2
Results 11 to 15 of 15

Thread: 3 A.I. Allies?

  
  1. #11
    Dragon DragonsLover's Avatar
    Join Date
    Aug 2009
    Location
    Quebec
    Posts
    1,490
    Gamer IDs

    Steam ID: dragonslover

    Default Re: 3 A.I. Allies?

    Eeek!

    Just by taking a quick glance at your script, you wrote the commands badly:

    Code:
    SET_COMPUTER_PROCESS(PLAYER1,BUILD_A_TRAINING,0,15,15,6,0)
    SET_COMPUTER_PROCESS(PLAYER2,BUILD_A_TRAINING,0,15,15,6,0)
    SET_COMPUTER_PROCESS(PLAYER3,BUILD_A_TRAINING,0,15,15,6,0)
    should be:

    Code:
    SET_COMPUTER_PROCESS(PLAYER1,"BUILD A TRAINING ROOM",0,15,15,6,0)
    SET_COMPUTER_PROCESS(PLAYER2,"BUILD A TRAINING ROOM",0,15,15,6,0)
    SET_COMPUTER_PROCESS(PLAYER3,"BUILD A TRAINING ROOM",0,15,15,6,0)
    Your loop to create infinite parties is also wrong:

    SET_TIMER(PLAYER1,TIMER0)

    It should be PLAYER0 instead of PLAYER1

    Everything else seems fine.
    I like dragons! They're the center of my life! I'll never forget them...



  2. #12

    Default Re: 3 A.I. Allies?

    Yea I saw that player1 thing, so that's fixed. I changed the Training room script because the Adikted script verifier complained about the amount of arguments, but fixed that by putting BUILD_A_TRAINING_ROOM, including the underscores. Or does it need the inverted commas without the underscores?

  3. #13
    Elite Dragon Mothrayas's Avatar
    Join Date
    Nov 2009
    Location
    The Netherlands
    Posts
    1,635

    Default Re: 3 A.I. Allies?

    Quote Originally Posted by Mistressmaster View Post
    Or does it need the inverted commas without the underscores?
    Probably.

    Remember, scripts have to be very precise - i.e., how DragonsLover posted them - and you can't just toy around with the script format and assume it still works.

    The Awakening


  4. #14
    Imp
    Join Date
    Mar 2010
    Location
    Denmark
    Posts
    20

    Default Re: 3 A.I. Allies?

    if they're playable in Keeper FX do share (if possible) I'm always game for something new (besides best strategy vs ai's is box'ing them early on xD just take most of map and build boxes around gold (preferably not to many turns and mostly straight tunnels as they take less time to ''wallify'' as i call it)).

  5. #15
    Fly dragonfist's Avatar
    Join Date
    Oct 2009
    Location
    Holland
    Posts
    84

    Default Re: 3 A.I. Allies?

    Quote Originally Posted by Mistressmaster View Post
    Thanks I'm finding that fighting 3 at once is the only way to really get a challenge from the computer, seeing as the AI seems to have a phobia of training creatures, or makes training rooms too small.
    "seems to have" is put correctly, because it is not entirely truth. In fact, an AI player can train creatures faster than a human player, because it automatically hits creatures, and casts the speed spell on them. But I know what you mean, because I made lot's of levels using the AI, and I understand what you are conveying. In many if not most cases, you need lots of tricks to get the AI to do what is needed for a level, and I had many levels where the AI refused to dig Gold, amongst other problems. But this what you say, AI refuses to train creatures, I had the same problem with a level I made in 2009, where the AI refused to train Bile Demons. It trained only skeletons, that where also in that dungeon. After play testing it, I decided to take away the Workshop from the AI player, and now it went to train Bile Demons faster than any human player would achieve. This maybe is exaggerated, because I also gave enough Gold to the AI keeper, to use every spell whenever it wants.

    In that level, I also gave the AI keeper the same max creatures, as the human player. But if they encountered and attacked head on, the AI keeper would destroy the human keeper quickly. Enough challenge there. But making such a strong efficient AI keeper is an art, as I showed now only one trick in a huge set of tricks, in order to get the AI keepers to do, what you want them to do. In general, if you want your AI keeper to train it's creatures, you must not give the room that the creatures prefer. In the example, I showed you, that Bile Demons refused to train with a workshop, but trained like hell, once no workshop was found. For training Vampires, you should prevent a Scavenger room and Library, for training warlocks, you should prevent a library, and so forth. And if you want them to train quickly, I would suggest you build a large training room from the beginning yourself, instead of waiting for the AI to build a training room.

    Instead of 3 Dungeons, you can also create one Dungeon with 3 times as much creatures. If you think the Portal is not fast enough to get something like 60 creatures against the 20 from the Human player, you can build a lair for the AI keeper yourself, because than the AI Keeper will already have some 5 tot 10 more creatures, before the Human player has build a lair to attract creatures. Tricks tricks tricks. 3 Allied dungeons might be fun, but if it is for the reason you describe, I think it is not valid. Off course, you might be right, it's your level, and 3 dungeons also give 3 portals, making the creatures 3 time as fast to regenerate, when a Dungeon looses many fights. But in the example of 20 creatures against 60 creatures, It seems to me harder to kill 60 creatures from 1 dungeon, than 3*20 creatures, where a hostile dungeon only has 20 creatures to kill one by one, while giving a huge room bonus once destroyed and taken over, in order to go kill the other keepers. The most used reason for allying keepers, is to prevent a tilt, that occurs often when AI keepers are fighting amongst themselves. AI get separated or allied, in order to prevent a system that makes the level unstable.

Similar Threads

  1. allies
    By Hapuga in forum DK2 Mapmaking
    Replies: 8
    Last Post: September 25th, 2009, 15:17

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •