Adventure map, AI behavior compared to the original game, scenario DOMINION.MX2 (0.9.7 4306) #4325
Replies: 6 comments 18 replies
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Hello, @LeHerosInconnu. |
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I noticed a similar AI balance issue in the other direction, where it seems the AI is impossible to defeat. The stock Scenario "King of Death" with the default player setup. So in that case you start with the castle on the top left of the map, which is only a starting castle requiring the human player many turns to expand and upgrade it. |
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Hi @Gerwin2k I believe, all these issues described by @LeHerosInconnu should be not observed anymore as well. The AI's ability to use boats and teleports has improved significantly since 0.9.7, so AI should not waste time anymore even on large maps with water. |
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I tried the "King of Death" scenario again with the latest SVN 0.9.19+. It seemed to play a little easier compared to past February, as the computer-opponent was initially not focused on attacking me. Though after about 10 turns that changed. Tried some other tactics, basically with the same intention of keeping the computer-opponent wasting its time chasing a hero of mine. But the map is just too small for such. Especially once there are two strong enemy heroes. No surprise really, since the core of the matter has not changed in fheroes2, but I was curious about the small computer-opponent code changes of the past months. |
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I tested the DOMINION.MX2 scenario, blue player as Knight, with version 1.0.0. |
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This has improved with versions 1.0.8 7767 and 1.0.8 7846. Please note that this is the "DOMINION.MX2" scenario and not the "Dominion.mp2" scenario. |
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In the original game, with this scenario, playing the Knight with the color blue, from the beginning of the game the human player is constantly harassed by the green AI player, by the yellow AI player and often by the orange AI player.
This scenario presents a real challenge in the original game and even more so when the scenario is played in impossible mode.
In fheroes2, it's really not the same.
The yellow AI player plays with his boats in his corner without ever coming to attack the blue human player.
The yellow AI player presents no challenge and is easily conquered as soon as the human player can recruit a large enough army from the Knight's castle and attack it from the sea.
The green AI player is also not on hand to harass the blue human player.
It turns out that AI players are conquered one after the other without any real resistance.
In the original game, the AI on the adventure map is much more aggressive, constantly harassing the human player from all sides.
If I remember correctly, the AI in the original game is not subject to the fog of war and can therefore see the entire map, it also has knowledge of whether a wandering troop would join it, the value of treasure chests, resource piles, and other things.
This allows the AI to have much better visibility to plan its moves and attacks on the entire map, not just the small part of the map it has "discovered".
Try this scenario in the original game in impossible mode and you will see the difference.
I don't know how this is currently handled in fheroes2, and I think the AI should have some advantages if it can allow it to play better strategically on the whole map.
What do you think about it?
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