[0.981][balance] warrior and assassins path preselected for level 1 ai sovereigns

AI sovereigns start the game with two paths selected Warrior path and Assassin path (at least on challenging difficulty).

I assume it is to give additional edge to the AI sovereigns.

 

There are two problems with that.

First, the challenging difficulty is about best algorithms for the AI but no bonuses. this clearly is a bonus.

Secondary, the AI is so badly needing bonuses, that I am not againts giving them anything they can use (on hard and above) but this bonus actually harms them more then aid. This is becuase sovereigns get better by specializing not by leveling only. and three paths means they advance on three fronts meanign they never get good in any of them and just take some random traits from whatever come in.

This specially hurts the mage type AI sovereigns (Resoln, Pariden, Magnar) because they simply never reach high level magic schools and waste level advances on generalist traits. 

 

The easiest solution is to start the game with AI sovereign on level 3, 5, 7 respectively for the difficulties.

The best solution would be to allow prefered advance paths for the created sovereigns, so the AI knows what to specialize in. the choices would be: dodge, spell mastery, defence, attack, spell damage. additionaly the ai's should choose potential traits whenever possible if playing on large map.

This specializatin option should be available durign sovereign creation screen, so when played against one computer would know what was intended gameplay style. similarly all pregenerated champions should have this kind of preference set.

1,974 views 6 replies
Reply #1 Top

i made a similar thread the other day on this issue

 

 

https://forums.elementalgame.com/432736

 

Reply #2 Top

We told Frogboy about this, but he had no clue why it would be happening. I tested it out and changing the name of the two traits stops the issue. That means there is some hardcode somewhere adding these in. If Fb doesn't know about it, he either did it a long time ago, or someone else added it. Either way it's bee a problem on higher difficulties for awhile now and it should be fixed. 

Reply #3 Top

Quoting seanw3, reply 2
I tested it out and changing the name of the two traits stops the issue

Thats really interesting, hope they use your testing, GJ Sean! :thumbsup:

Sincerely
~ GJ-Man

Reply #4 Top

I used some simple logic:

1. Frogboy says the game is not doing it on purpose. He claims the AI is playing fair.

2. Frogboy often says that.

3. If the game is adding such a trait on purpose, it must be using the internal name. 

 

Test:

Changed PathOfTheWarrior to PathOfTheWarrior1 and so on, for the internal name and updated all xml references

 Result:

Sovs no longer get two path traits.

Conclusion:

Frogboy went into a fugue state while trying to program the AI. While he was in this state, he added in several hardcoded cheats for the AI and now has no recollection of doing so.

 

I think we can all agree that AI programming can be stressful. The important thing is that this fugue state doesn't develop into schizophrenia. The last thing we need is two people doing the AI.

 

:grin:

Reply #5 Top

Keep in mind the internalname can also be used for other things such as deciding what gear to get. If it does one thing in secret you don't know what else it does.

Reply #6 Top

When I see it do something else, I will find a way around that. So far there has been no problem. Either way the enemy heroes just stock up on 300+ leather greaves.