NPC Kingdoms

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Re: NPC Kingdoms

Post by Kaz » Fri Oct 16, 2009 12:19 am

what race is this kingdom?
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Kaz
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Re: NPC Kingdoms

Post by Kaz » Fri Oct 16, 2009 12:22 am

I've found it.

Dwarven right?

What's a little confusing is that the save was created by the same person that moaned about it lol
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Re: NPC Kingdoms

Post by Kaz » Fri Oct 16, 2009 12:26 am

Infact, thinking about NPC kingdoms

would be cool if some of you would go through reloading saves, making slight changes and then saving them. Make some that are not quite so heavily defended etc.

The more variety we have for each race, the more fun they will generate.

Dont forget to train your troops to elite, and to summarise your troops in the name of the save.

please dont put things like 'The rest in T4', be specific
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Re: NPC Kingdoms

Post by Mickal Redwater » Fri Oct 16, 2009 12:40 am

K how many do you want?

The kingdom in question should have 450,000 T4 (i can look at it in the saves on the NPC builder)
Having 0 troops is what makes it crappy.

Though i think it'd be best to just get rid of all those huge ones.. but that can be up for debate.

I'll make some more 30-100k kingdoms for other races.

Personally i think they should be well defended.. have to work for it not just get free land/turns.
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Re: NPC Kingdoms

Post by Kaz » Fri Oct 16, 2009 12:57 am

Next time that dwarf comes up it'll have 455000 opulents.

Make as many saves as you want.

The system picks a random save each time for the race of the kingdom. The more options we have, the better selection of builds you get to fight

at the moment the selections are as follows

Centaur (5)
Droben (5)
Dwarven (7)
Elemental (4)
Elven (5)
Goblin (6)
Human (4)
Sidhe (7)
Vampire (4)
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Re: NPC Kingdoms

Post by Mickal Redwater » Fri Oct 16, 2009 1:03 am

K sounds good :)

Will the different saves load as random faiths too?

Or will that 1 huge kingdom only show up as that 1 race?

I'd be interested to see how it'll work with that big kingdom now that it has troops. 455,000 firebears is hard to break even for a decent sized droben :)

This should balance things out so less people jump up too fast too easily :P
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Re: NPC Kingdoms

Post by Kaz » Fri Oct 16, 2009 1:08 am

Faith doesnt really make a difference, if there was a Dwarven kingdom in another faith, it would also get that build every ... checks ... 1 in 7 times
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Re: NPC Kingdoms

Post by Mickal Redwater » Fri Oct 16, 2009 1:14 am

ok cool makes sense :)

I'll make a few more realistic kingdoms for every race.. if there are like 20 dwarven saves then the big ass one won't come out nearly as much.
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Re: NPC Kingdoms

Post by owly » Fri Oct 16, 2009 1:25 am

What is NPC anyway does it mean 'None player Character'?

lol
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Re: NPC Kingdoms

Post by Nether » Fri Oct 16, 2009 1:58 am

Non Playable Character
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Re: NPC Kingdoms

Post by Nether » Fri Oct 16, 2009 4:07 am

I will not I repeat will not be attacking that thing again lol took me 5k turns to break it atleast!
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Re: NPC Kingdoms

Post by Shredman » Fri Oct 16, 2009 4:26 am

yea and you got a little help from me, i hit it with 6 CS got the turned aside they lost like 10k total, then you got the 10 mil dom so i wasnt gonna piss in the wind like that
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Re: NPC Kingdoms

Post by Zeblamar » Sun Oct 18, 2009 8:06 am

Could some one who has made a red or gold kingdom make one of the saves thats popping up bigger? Those of us playing blue would like to have a big kingdom to attack once in awhile. As it is now the only big kingdom that pops up is blue and we can't attack it :cry:

Races on the scrolls are: Sidhe, Centaur, and Vampire=Red Elven, Centaur, and Elemental=Gold

please and thanks
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Re: NPC Kingdoms

Post by Kaz » Sun Oct 18, 2009 5:24 pm

Zeblamar wrote:Could some one who has made a red or gold kingdom make one of the saves thats popping up bigger? Those of us playing blue would like to have a big kingdom to attack once in awhile. As it is now the only big kingdom that pops up is blue and we can't attack it :cry:

Races on the scrolls are: Sidhe, Centaur, and Vampire=Red Elven, Centaur, and Elemental=Gold

please and thanks
I just made a huge vampire kingdom.

Although, I suspect it 'might' be too much for you guys to kill, especially with only one realm each to do it.
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Re: NPC Kingdoms

Post by Zeblamar » Sun Oct 18, 2009 8:57 pm

Kaz wrote:I just made a huge vampire kingdom.

Although, I suspect it 'might' be too much for you guys to kill, especially with only one realm each to do it.
Trust me we can kill any thing :twisted: . May take a little planning and some time, but we can do it.
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Re: NPC Kingdoms

Post by Zeblamar » Mon Oct 19, 2009 1:58 am

Will try to work on some blue doms tonight. Any suggestions on networths that are needed?
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Re: NPC Kingdoms

Post by Rhaegict » Tue Dec 01, 2009 7:47 pm

I was reading through this thread and came up with a couple of solutions to your problems, but they'll require a bit more coding.

First the issue of the super NPC. What you'll want to do is take an average value of the top however many kingdoms and set that as the threshold for the NPC kingdoms to enter. How many top kingdoms you'll use, depends on the amount of players. If it's as small as it was last time I was here, probably top 20. For the actual value, probably take the average acreage but maybe NW would be suitable. When it generates an NPC, don't allow the kingdoms that exceed that average to be created.

Second the issue of NPC population. Why can't you just assign percentages to various building types and apply that template to a randomly generated land mass? Ultimately, we always built towards certain percentages with hard caps on certain structures anyway.

And a question, I saw someone complain about being beaten up by an NPC, as if in surprise. Do you have AI for the NPC? If not, are you considering developing some?

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Re: NPC Kingdoms

Post by Kaz » Wed Dec 02, 2009 12:05 am

I dont think are are really any major NPC problems.

Yes, there are the occassional huge NPC. But as far as I am aware, none of them have proved unkillable.

Sure, we could automatically create random NPC builds. But it's not as much fun as letting players make their own. Which reminds me, I need to get a new version of the NPC builder up.

As for the AI comments. I'm pretty sure that the reports of NPC's fighting back were not true. That would have only been possible if one of the administrators had logged into the account used to tie them together, and I asked, and no one had even thought of it.

As it stands, the NPC's have a random chance of having their shields, ambush, summon, fog etc reset every 5 mins. I have no plans personally of writing anymore AI into the system. I have contemplated allowing staff accounts to 'play' as an NPC though, but have not really thought about implimentation.
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Re: NPC Kingdoms

Post by Rhaegict » Wed Dec 02, 2009 5:16 am

Kaz wrote:I dont think are are really any major NPC problems.

Yes, there are the occassional huge NPC. But as far as I am aware, none of them have proved unkillable.

Sure, we could automatically create random NPC builds. But it's not as much fun as letting players make their own. Which reminds me, I need to get a new version of the NPC builder up.

As for the AI comments. I'm pretty sure that the reports of NPC's fighting back were not true. That would have only been possible if one of the administrators had logged into the account used to tie them together, and I asked, and no one had even thought of it.

As it stands, the NPC's have a random chance of having their shields, ambush, summon, fog etc reset every 5 mins. I have no plans personally of writing anymore AI into the system. I have contemplated allowing staff accounts to 'play' as an NPC though, but have not really thought about implimentation.
Is it practical from a backend resources viewpoint to have automated NPC or do you think such scripts would consume too many resources? Doesn't seem fair to me that someone can attack the NPC without fear of retribution. What would it take to implement additional AI into the system?

I know, it's weird. This dude that hasn't been around in years, was generally recognized as a major douchebag, comes along and starts making all this noise while not even playing, but it intrigues me.

Maybe one sample of the logic I was thinking of, going on the assumption that the NPC kingdoms receive turns every hour same as everyone else.

Aggressor_AI
These kingdoms start off with a random amount of turns varying from empty to 3/4. Once they achieve full turns, to be checked at each hour (or however often turns are awarded), kingdoms with this AI enabled attack the kingdom immediately above them. This kingdom just blasts away at the kingdom - CS(1) repeatedly until success. Repeating the current assault strategy of the game. Before it was CS(1) -> CS(100) -> GR -> FA, I think. It repeats this process until within enough turns to refortify and then does so.

Defender_AI
These kingdoms also start off with a random amount of turns. However, instead of going on the offensive as soon as they achieve full turns, they don't do so until attacked. Anything with the exception of a caught scout is considered an act of war to these kingdoms and they retaliate mercilessly. Can't have the kingdom attack immediately though, so have it initiate the attack at a randomly determined time after the transgression from the offending kingdom. Attack commands will be similar to the Aggressor_AI.

I had a few other AI ideas, but think these are sufficient to get the gist. Unfortunately, I don't know anything about the backend so can only give generalizations about the AI. I know you said you had no plans of writing additional AI, but maybe something in there will spark an interest and change your mind.

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Re: NPC Kingdoms

Post by Kaz » Wed Dec 02, 2009 3:40 pm

This isn't a suggestions thread man, feel free to post an idea into the game suggestions forum. But as I said, I have no plans personally of writing anymore AI into the system.
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