October 11th, 2011, 14:51
Posts: 525
Threads: 6
Joined: Dec 2010
Also,if external event happens,and gods offer an item,its not used by ai.
Btw,anybody see the event:'new mine found'?
The event 'resourse depleted' i seen often.
October 11th, 2011, 19:15
Posts: 901
Threads: 28
Joined: Oct 2008
Looking in the code, I am baffled by myself. What kind of item reward do people get from lairs? It seems I somehow let the "totally random" item flag on in the Insecticide. I cannot believe it happened (it was present in vanilla, but I thought I put it away along the lines of OSG).
The only proof of my mistake: if you sometimes can receive a big item (like > 1500 cost) from a small lair. Does it happen?
October 15th, 2011, 14:40
Posts: 121
Threads: 2
Joined: Dec 2010
kyrub Wrote:Looking in the code, I am baffled by myself. What kind of item reward do people get from lairs? It seems I somehow let the "totally random" item flag on in the Insecticide. I cannot believe it happened (it was present in vanilla, but I thought I put it away along the lines of OSG).
The only proof of my mistake: if you sometimes can receive a big item (like > 1500 cost) from a small lair. Does it happen?
Strong items from weak lairs hasn't happened for me with 1.40k yet, but I sometimes get weak items from strong lairs. It seems to be random - when I use save-reload, the same strong lair can give either strong or weak items.
kyrub Wrote:We were all wrong.
The AI never reacts to item offers. Basically they are not even offered to AIs. Oh dear.
This actually raises some new questions about items:
1. Do AIs have a vault like the human player, where they can store items for later use? If not, this is a big disadvantage.
2. When AI heroes obtain an item, does the AI check whether the item is better used by another hero and teleport it accordingly? Or does it only check whether it's better than what the hero is currently carrying? Does it even check, or it discards automatically if there are no free slots? If it discards the new item, does it get mana for scrapping it?
3. Do AIs periodically evaluate whether items are allocated optimally? This should be done at the start of every turn. A primitive routine like giving the most expensive items to the highest level hero that can use them would be better than nothing.
4. Do AIs create items? I've seen items with basic names e.g. +2 sword of x which suggests they do, but I haven't seen the full 250 item list, and maybe the list does have things like that.
October 15th, 2011, 16:50
Posts: 901
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Joined: Oct 2008
Thanks for feedback, momfan.
momfan Wrote:Strong items from weak lairs hasn't happened for me with 1.40k yet. Good. It's alright. I was incorrect. Item can be in the 50%-100% price bracket, hence your "weaker item" issue. Reloading for better items will be impossible in 1.40l.
Quote:1. Do AIs have a vault like the human player, where they can store items for later use? If not, this is a big disadvantage.
IIRC they do. Must check, though.
Quote:2. When AI heroes obtain an item, does the AI check whether the item is better used by another hero and teleport it accordingly? Or does it only check whether it's better than what the hero is currently carrying? Does it even check, or it discards automatically if there are no free slots? If it discards the new item, does it get mana for scrapping it?
Yes * 4. They compare the value of items by price, not very intelligent, but sufficient for MoM 1.40.
Quote:3. Do AIs periodically evaluate whether items are allocated optimally?
No. I don't see it implemented in Insecticide, creating extra routines is painful and I do it only when it brings huge improvement to the game.
Quote:4. Do AIs create items? I've seen items with basic names e.g. +2 sword of x which suggests they do, but I haven't seen the full 250 item list, and maybe the list does have things like that.
They do. However, the AI did not use the full list of items, because of badly written book prerequisites in itemdata.lbx (bug). After you averted me of poor AI items, I found the bug in the itemmake.exe and corrected itemdata.lbx and any future items that are created through it. Thanks again.
@Asfex
You are right about Divine gift not giving anything to AI. It should be corrected, I think.
October 16th, 2011, 08:09
Posts: 121
Threads: 2
Joined: Dec 2010
kyrub Wrote:They compare the value of items by price, not very intelligent, but sufficient for MoM 1.40.
Since the AIs already do some simple evaluation when finding an item, why not reuse/expand this routine to reallocate all items at the same time? Every time an item is found, do a global reallocation among the heroes and the vault.
If the AIs have a vault, but do not have a routine to reallocate items, then the vault is useless since once items go into the vault they cannot come out.
If the AI can use items better, or at least less badly, AI heroes would be much tougher. As it is the challenge is from spells cast by the AI wizards. AI heroes get 1-2 spells off, then they're toast because of their wimpy stats (due to no/lousy items). I killed Merlin's mid-level Torin with 2 units of Phantom Warriors...
So 2 key suggestions:
1. AI should be able to buy items from the merchant
2. AI should do a global reallocation every time it finds/buys an item
With these in place, at Impossible level AI heroes will be wielding powerful items and change the game considerably.
October 16th, 2011, 13:40
Posts: 85
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Joined: Dec 2010
50-100%? Ouch. Although this does help explain the occasional +1 atk sword from killing great wurms. Could that lower limit be increased to avoid that sort of disappointment?
October 16th, 2011, 16:36
Posts: 525
Threads: 6
Joined: Dec 2010
momfan Wrote:So 2 key suggestions:
1. AI should be able to buy items from the merchant
2. AI should do a global reallocation every time it finds/buys an item 3.And every time ai hire/summon hero.(hardest to do)
October 18th, 2011, 11:03
Posts: 121
Threads: 2
Joined: Dec 2010
See attached savegame. This is under 1.40k.
In the lower left hand corner of the continent on Arcanus, near the ruins, there is a neutral High Men "outpost" called Newland. However it has 3 population, a barracks and a smithy.
Outpost is only when a settler unit has founded a city and the outpost is growing into a size 1 city. The moment it hits size 1 it's called a hamlet.
October 20th, 2011, 08:34
Posts: 121
Threads: 2
Joined: Dec 2010
Was this intentional? An item with Giant Strength is supposed to give +2 attack, but in 1.40k it now gives only +1. I forgot to keep a savegame around, but this should be easily checked. Other players may have noticed it too.
October 20th, 2011, 10:26
Posts: 525
Threads: 6
Joined: Dec 2010
Strange bug: The Doombolt spell casted from the warlock to the sky drake in the sorcery node does no damage. Test in 1.40k and vanillia.
Do you need the savegame?
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