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UniversalWolf: I've abandoned that game...not that it wasn't fun, but I was going to win without question and it was just a long slog to the end. It ended up being all of Arcanus versus all of Myrror, which was interesting. Arcanus was populated by nothing but gnolls and klackons, oddly. Jafar would attack my cities with huge stacks of beetles and wolf riders. In competent hands his potential power would have been quite intimidating, but there are several simple strategies the AI simply can't handle, no matter what bonus you give it. For one thing, it has no concept of how to create artifacts to maximize the power of heroes. Meanwhile my stack of 5 decked-out heroes can raze all it's cities without breaking a sweat. It also doesn't really grasp the concept of going for the kill shot of attacking the enemy wizard tower. It makes futile attempts sometimes, but the planning required to pull it off successfully is too complex for a game AI.

I eventually got Stream of Life from a node, which was useful.

I must say, I was pretty unimpressed with the dwarven Steam Cannon and Golem units. Steam Cannons seem to have a really short effective range, although they're decent enough within a couple of squares. Definitely not worth the cost, though. Golems...they probably have their uses here and there, but they also don't strike me as worth the cost. Neither one is as good as Nightmares. I think the best Dwarf units are Engineers and Hammerhands. The Engineers are particularly impressive for the cost. Not only are they great at building roads, but with adamantium gear they're quite respectable in combat.

The hidden gem of the Dark Elves is definitely the Priest unit. Everyone lauds the Warlocks, but those require a lot more investment and they're physically feeble. Priests can be produced sooner, have a really good ranged attack, and have healing both for units in the stack and as a combat spell. With adamantium, mine were usually tough enough to resist a few hits, too. My standard garrison for a walled city was one Nightmare and one Priest, and that was plenty. I'd add more units for front-line cities, of course, but for "safe" cities that was enough. I never even bothered building Wizard Towers.

I had a couple Troll cities, and in retrospect I would go with War Trolls over Steam Cannons or Golems. They're unquestionably one of the best units in the game, even without adamantium.
Hammerhands are also very good. They are very magic resistant and I think they are the toughest melee unit in the game.( Which you mention but I thought I would say just how good I think they are.)
Of course WarTtrolls can wear them down.
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Tervvo: Hammerhands are also very good.
True.

With dwarves I would aim to crank out Hammerhands as quickly as possible.

I wish the Golem was more interesting. Maybe it should not use any food for upkeep, and cost something like 10 or 15 gold per turn instead. Then it would be useful.
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UniversalWolf: Ever since my Landscaper build experience, I've been looking for a good dark elves build. Somewhere I saw someone mention dark elves with all life books, so this is my new experiment. I won my first game, so I know it can work despite how counter-intuitive it may be.

Dark elves have two major drawbacks: the have the slowest growth rate, and all other races hate them. Both these weaknesses are countered by the spell Stream of Life. It boosts the growth rate, and just as significantly it eliminates all unrest. Normally dwarves hate, hate, hate dark elves...but with Stream of Life they love dark elves, and they multiply quickly too. High Elves? Draconians? No problem.

The only drawback to Stream of Life is its expense -- 8 points per turn. But dark elves have the highest mana generation per population figure of any race, at +1 per turn, so their strength also works well for an all-life books build.
I think it is around three cities where the mana cost becomes even with the extra gold generated don't forget you can jack the taxes to the max,at which point it costs you nothing and anymore cities are just profit.
I find Dark Elves one of the most powerful races in the early going.I think unless you decide you are going for the whole life buff scenario they will have a hard time winning the end game without heroes by rthemselves.
As for Golems,it's too bad, because they look so drop dead deadly, but they can't do anything at all if you consider they are a fairly high end unit.
Post edited October 05, 2013 by Tervvo
Since Stream of Life is a city enchantment, I don't think it matters how many cities you have - as long as the cities are big enough that each one of them generates more mana than is required to upkeep its particular copy of Stream of Life. That can also be gold, even without the Alchemist pick, jacking taxes up only has to generate 16 extra gold from a particular city to pay for Stream of Life. Of course, if you have lots of cities, you need to cast Stream of Life on at least several of them or the rebels in the non-Stream cities will cost you more tax money than the high taxes on the Stream cities will gain you.
True.

Keep in mind that if you have Stream of Life, there's a very strong probability you also have Just Cause, and quite possibly Prosperity as well.

I agree that Golems look cool, too.
Post edited October 06, 2013 by UniversalWolf
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UniversalWolf: [...] but there are several simple strategies the AI simply can't handle, no matter what bonus you give it. For one thing, it has no concept of how to create artifacts to maximize the power of heroes. Meanwhile my stack of 5 decked-out heroes can raze all it's cities without breaking a sweat. It also doesn't really grasp the concept of going for the kill shot of attacking the enemy wizard tower. It makes futile attempts sometimes, but the planning required to pull it off successfully is too complex for a game AI.
I guess you played without Kyrub's unoffical MoM patch?
Because Kyrub tried to optimize the AI behaviour and I think some of your mentioned issues are fixed with his patch:
http://realmsbeyond.net/forums/showthread.php?tid=3663
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shaddim: I guess you played without Kyrub's unoffical MoM patch?
Because Kyrub tried to optimize the AI behaviour and I think some of your mentioned issues are fixed with his patch:
http://realmsbeyond.net/forums/showthread.php?tid=3663
Nope, I use Insecticide. It's a great improvement, but the AI still doesn't know how to manage artifact creation and heroes, among other many other things.
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shaddim: I guess you played without Kyrub's unoffical MoM patch?
Because Kyrub tried to optimize the AI behaviour and I think some of your mentioned issues are fixed with his patch:
http://realmsbeyond.net/forums/showthread.php?tid=3663
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UniversalWolf: Nope, I use Insecticide. It's a great improvement, but the AI still doesn't know how to manage artifact creation and heroes, among other many other things.
I was refereing to this changelog entry from Version 1.40l of insecticide
[bug] AI is now able to create all magical items from the whole power range

But looks like this was not enough to fix the AI here. :)

PS: maybe a report in the thread could help kyrub, and maybe he fix it for the next version.
Post edited October 26, 2013 by shaddim
I think it's beyond the ability of anyone to fix, unless maybe they have the source code and some significant programming skills. The AI just "thinks" in simple patterns, so giving it more abilities won't really make a huge difference. That's why the difficulty levels, as they increase, give the AI more and more and more units compared to the human player. The only way to make it hard for the player is to overwhelm him with so many enemies that even the AI's simple patterns have a chance to succeed.
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UniversalWolf: I think it's beyond the ability of anyone to fix, unless maybe they have the source code and some significant programming skills. The AI just "thinks" in simple patterns, so giving it more abilities won't really make a huge difference. That's why the difficulty levels, as they increase, give the AI more and more and more units compared to the human player. The only way to make it hard for the player is to overwhelm him with so many enemies that even the AI's simple patterns have a chance to succeed.
Maybe you underestimate Kyrub here, in the end also in binary assembler code everything is possible like in a higher programming language (but just more tedious). He is well known for fixing at least some of the major AI stupidities in games, e.g. also in MOO.
Regardless of language, good AI is hard. Kyrub has done amazing things with the MoM AI, but I don't think the framework of AI in MoM is sufficient to implement truly good AI. He's made it far less stupid, but I think it's just not possible to make it truly smart without rebuilding the entire project from the ground up. Even that is likely not enough - there have been many attempts at building a truly smart AI in complex strategy games, and I don't think a single one has succeeded. I mean, chess is quite simple compared to something like MoM, and we've barely managed in the past few years to build an AI that can compete with the best humans at that - and it is nowhere near developed enough to be packaged in a consumer product yet.
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rakenan: Regardless of language, good AI is hard. Kyrub has done amazing things with the MoM AI, but I don't think the framework of AI in MoM is sufficient to implement truly good AI. He's made it far less stupid, but I think it's just not possible to make it truly smart without rebuilding the entire project from the ground up. Even that is likely not enough - there have been many attempts at building a truly smart AI in complex strategy games, and I don't think a single one has succeeded. I mean, chess is quite simple compared to something like MoM, and we've barely managed in the past few years to build an AI that can compete with the best humans at that - and it is nowhere near developed enough to be packaged in a consumer product yet.
I concur.

Makes me wonder whether MoM is more or less complex than chess, purely from an AI standpoint. Presumably more, but then chess is pretty deep.
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UniversalWolf: Makes me wonder whether MoM is more or less complex than chess, purely from an AI standpoint. Presumably more, but then chess is pretty deep.
One main thing to keep in mind between the 2 is that Chess is easier in many ways because of the following...

- Chess has a set gameboard that will never change in shape size or legal squares.
- Lot less "Pieces" to keep track of.
- No extra concerns like Allies or Magic to divide your attention
- Only 1 opponent
- Only 1 way to win

and these are just some of the reasons.
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EvilLoynis: ...and these are just some of the reasons.
Plus in chess you can't create a magic ring that makes the wearer invisible and grants him the power to fly, and then give it to your bishop.
Post edited November 21, 2013 by UniversalWolf