nightmare mode

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nightmare mode

Postby kenc80 » Tue Apr 02, 2013 9:08 pm

I've mentioned this before but I will mention it alone here:

I use AI to test maps and practice strategy. It would be nice if it was a little more difficult. Would it be possible to setup a nightmare mode like warlords used to have?

I think it would be a way to make the AI tougher without reprogramming the AI in its entirety.

Could you code it so after say turn 5 or so, the AI considers all other AI's NPCs or neutrals and only attacks other "players" ie the human.

I like the idea of this playing out at Battlefield or gargantuan or West Illuria where all the AIs are only attacking the human. Might raise the difficulty level but keep the coding to a minimum.

Just a thought, I'm not sure how Steve coded the nightmare mode for Warlords. Maybe you could also "turn off the FOW" for the AI.

Just a thought.


Ken
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Re: nightmare mode

Postby KGB » Wed Apr 03, 2013 2:16 am

I'd rather have the ability to give all AI's the following:

Strength:
+3 strength
+5 strength
+8 strength
+10 strength

Move:
+2 moves
+4 moves
+6 moves

Income:
+5 gold per city
+10 gold per city
+15 gold per city

Heroes:
10% reduced hero/ally cost
20% reduced hero/ally cost
30% reduced hero/ally cost
40% reduced hero/ally cost

Production:
10% reduced cost for buying new unit production
20% reduced cost for buying new unit production
30% reduced cost for buying new unit production
40% reduced cost for buying new unit production

and let the player select what bonus's they want to give the AI from those categories. Obviously you can select at most 1 option per category (or select none if you want to give no bonus to the AI in that category).

Ideally you would be able to customize each AI.

KGB
Last edited by KGB on Thu Apr 04, 2013 3:23 pm, edited 1 time in total.
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Re: nightmare mode

Postby kenc80 » Wed Apr 03, 2013 3:51 pm

thats a good idea too. ddint think of that. do you think your method would require less coding?
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Re: nightmare mode

Postby KGB » Wed Apr 03, 2013 4:29 pm

Mine should be easier. Doesn't require coding the AI's to only attack human players.

Also later some handicap numbers could be assigned to each of the choices in each category. For example giving an AI +3 strength might be worth 3 handicap points while +10 is worth 15 handicap points. So that when you win the game it can say how handicapped you were (something like: Handicap - 30). That way you can compare your AI win on a map with another players for bragging rights over who can beat the AI with the biggest handicap. :lol:

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Re: nightmare mode

Postby SnotlinG » Thu Apr 04, 2013 10:26 am

Interesting idea, and I always like ideas that require very little coding ;-)
Will revisit this idea when I get back to have a look at the AI code. Right now busy with bugfixes + touch devices stuff...
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Re: nightmare mode

Postby kenc80 » Thu Apr 04, 2013 2:06 pm

my only hesitation with your idea KGB is that it will skew battle calculations for players as they alternate between AI & human games.
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Re: nightmare mode

Postby KGB » Thu Apr 04, 2013 3:18 pm

Kenc80,

Not sure what you mean by battle calculations. Do you mean the relative strengths of the units when you give the AI a strength bonus? If that's what you mean, it's true it will. But the other bonus's don't and should still give the AI a nice boost in power as +15 gold, +6 moves and 40% discount on heroes will make the AI a lot tougher than you think.

The other advantage of my idea is you could eventually allow this handicap to be used in human games. So that when helping a new player you could give them a boost to even up the game a bit and make it more fun while they learn.

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Re: nightmare mode

Postby kenc80 » Thu Apr 04, 2013 4:12 pm

ok I like those factors better. I dont like messing with true strength because I like the fact that the battle math would stay the same.

Increasing moves and gold and non-battle advantages would be a good idea. Heck, you could just start the computer with 10,000 gold.
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Re: nightmare mode

Postby KGB » Thu Apr 04, 2013 4:57 pm

That's why I make 5 categories and let player select exactly what they want to boost the AI.

So if you don't want to mess with the battle calc's you ignore the strength category and use the other ones.

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