Sorry if I got too frustrated with you yesterday.
Your post below is civil and does a good job addressing issues that you have and I appreciate the manner which you are discussing this topic.
Jolly Joker wrote:Alamar, seriously.
If the game registers that the human player is ahead and "reacts" by giving the AI a bonus it's already too late.
I would say if ongoing [daily adjustments] are made then I don't think that it's too late per-se.
I mean, how do you expect to make a competitive AI when half of the human players (probably more) are "not competetive" for a hardcore player.
If you are unable to program a competitive AI then logic indicates that if competitiveness is your overriding goal then you should allow the AI to cheat in some manner to allow it to do things [or recieve bonuses] that a human player cannot.
Then you hope that you balance things so that the AI provides a good challenge for the player. A good challenge means there's a chance [if the player never reloads] that the AI will win. Note if the odds of a player or AI winning becomes too high [consistently] then obviously tweaking needs to be done.
Moreover, the competitiveness as such, or the ability to "play a good game" is nothing fixed or reproducable. It depends on what you face on the map, what town you have, what hero you play, what you must achieve and so on. It's the ability to do what is called for to make the most of it.
I clearly agree with this as it is obviously true.
It is clearly impossible to program an AI to be competetive.
What you want is a competetive AI that would get a hard or heroic opponent with the bonusses, and I doubt that is possible.
Well if you mean that giving the AI economic bonuses alone is enough then I agree that it is not necessarily enough. My proposal only involves the creation of an AI [and to a degree human] saftety net in terms of economics.
The theory is that if the AI can't afford to at least build the same things in a castle, buy similar amounts of creatures, etc. then it's game over for the AI.
Another thing. any harder difficulty than normal implies having disadvantages. I mean what would be the "hard" part in a game, if your AI opponent would face the same situation than you (that was done in Heroes IV and it was the worst that could happen for the game)? Answer: It is NOT harder. In fact, it gets easier, because the shortcomings of AI play will be more pronounced.
Even though I didn't go over it much because I thought it may confuse factors my proposal actually does give the AI progressively more economic bonuses as the difficulty evel progresses.
Basically I defined a "cheat factor". Basically this governs how much of a percentage bonus that the AI is guaranteed to get.
I.E. in Normal [as an example] let's say that the AI is guaranteed to get at least as much resources as a human. [cheat factor == 1]
In Hard you could change the cheat factor to 1.2 in order to make sure the AI gets at least a 20% advantage in economics compared to humans.
In Heroic you could change the cheat factor to 1.5 in order to make sure the AI gets at least a 50% advantage in economics compared to humans.
I would suggest altering the amount of cheat factor in the various difficulties so that the AI gets enough of a bonus [combined with its other bonuses] to allow it to be reasonably competitive.
If non-economic cheat factors are required to make the AI competitive [almost 100% certain] on various difficulty levels then feel free to give the AI other forms of bonuses to compensate. I would say that careful balancing needs to be done to make sure that the AI gets just enough but not too many bonuses.
So any difficulty harder thn normal implies that the AI faces another situation than the human player. However, starting money alone is NOT enough. The reason is simple. Monster stacks are harder, and that must be offset as well. So while the AI should ALWAYS start with at least normal starting condition it would have to get another bonus as well, for example a daily income or resource bonus, added creature growth and so on.
Oh ... my intention ALL along was to give the AI DAILY economic bonuses [if needed] to stay competitive. Please note that on heroic difficulty this may be defined as the AI always gets 50% more resources than the player [remember the cheat factor]. Note I don't necessarily suggest 50% as the actual number ... I'm just using it as an example.
FYI: I'm basically against having extra creature growth as an AI bonus. I'd prefer the bonuses to be economic [basic safety net] and other bonuses as to maintain more of an illusion that the AI is just a good human player as opposed to what it really is.
That's the definition of harder than normal difficulty levels. You cannot seriously expect that the AI outplays a halfway experienced player without any significant bonusses, can you?
In reality of course I don't expect the AI to outplay anyone other than a "newb" to HoMM5 no matter what the difficulty level was.
I'm all for giving the AI a sufficiently large bonus that it can stay competitive [depending on the difficulty level you can give it more or less bonuses]. What I want to make sure of though is that I don't give the AI those large bonuses in such a manner that the human player ceases to be competitive IF the AI chose to wipe them out. I believe that is exactly the situation that we have now.