SpaceSector: AI and game balancing

Our intergalactic friends at SpaceSector posted an interview with Triumph Studios’ founders Lennart Sas and Arno van Wingerden about the AI, balancing and pacing of the upcoming Age of Wonders instalment.

SS: Age of Wonders 3 is going to feature at least six races, six classes, and six specializations upon release. Given such varied options and potential, game balance can be a difficult thing to get just right. Allowing players access to incredibly powerful abilities can offer an exciting experience, but can also be very difficult to do in a game incorporating multiplayer. What is Age of Wonders 3′s strategy regarding game balance?

LS & AW: In Age of Wonders 3 we approach balance from multiple angles. There are initial spreadsheet checks and logic limitations (i.e. avoid units achieving full physical immunity through buffing). Next we have an in-game valuation system that puts a value to each game entity and of course there is iterative development with testing; including automated AI vs AI testing. But in the end nothing matches fine-tuning the game after release with the feedback from thousands of players.

Read the whole article at Spacesector.com

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Home Forums SpaceSector posts interview about AI and game balancing

This topic contains 10 replies, has 10 voices, and was last updated by  Berir 7 years, 11 months ago.

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  • #6757

    jimmy
    Member

    Our intergalactic friends at SpaceSector posted an interview with Triumph Studios’ founders Lennart Sas and Arno van Wingerden about the AI, balancing
    [See the full post at: SpaceSector posts interview about AI and game balancing]

    #6776

    Nice screenshot… and nice Beholder.

    #6824

    Jordos
    Member

    Nice screenshot:), the feedback can also be give in a beta release (wink) to prefect the battle system.
    Keep up the good work:)

    #6845

    Gyor
    Member

    I believe the quality of the screen shot is in the eye of the beholder.

    Mawhahahaha, I kill myself.

    Seriously cool picture, curious as to who and what are those guys in red, assassin? And did you notice the dude with the battle axe in the corner. The Elven Swordsman look cool, about were one of those units Elven Swordswomen?

    I’m curious about the new domain system that was briefly mentioned, relations with neutral towns and monster settlements sound exciting, and the nuclear class skills have me curious.

    #6846

    Gyor
    Member

    Also it sounds like you may want to garrison monster settlements like you would towns and castles.

    #6848

    b0rsuk
    Member

    Clearly, not all units come in squads of 6. Beholder is single.

    Triumph Studios, have you considered having race-dependent number of figures per squad ? Purely cosmetic, of course, not like in Master of Magic. Humans and Elves seem to have 6, Goblins could have 9 or 12.

    #6852

    Lennart Sas
    Keymaster

    ^^^ yep we vary the number of figures per unit type/race. Low level Goblins units have more figures. Also irregular units stand in a less organized formation.

    #6853

    Tomipapa
    Member

    Seriously cool picture, curious as to who and what are those guys in red, assassin? And did you notice the dude with the battle axe in the corner. The Elven Swordsman look cool, about were one of those units Elven Swordswomen?

    Those elves are all Theocrat class units(crusaders and an evangelist) not simple elven swordsman. And i think both the axeman and the fully armored guys with great swords are Warlord class units.

    #6928

    terrahero
    Member

    E.g. in previous games Halflings were a bit underpowered

    I always thought they were infact overpowered. In the early game they were a monster. The Slingers scaled incredibly well with experience, potentially taking out most lv1 enemies with a single attack.
    The swordsman with Parry was very dureable, one of the better units. And the Pony Rider was downright monsterous. ^^

    #7011

    gulldux
    Member

    …six races, six classes, and six specializations… It will be DEVILISH good game… I cann´t wait to play…

    #7511

    Berir
    Member

    Please Fix simultaneous turn

    it create unfair and unbalanced game…

    In Age of Wonders 2, the problem arise when human player come across another human player.
    Unlike some other games when coming across an enemy ( like fallout2, exc) the game would instantly move into a turn based mode , (age of wonders 2 )stays in simultaneous turn mode till you enter a battlefield … and this is wrong.
    This is wrong because it seems that now everything deepened on the speed of your computer, internet connection and of course whoever react first in a real time…
    To explain ; this is not a real time game, it is a turn based tactical game … like a chess… so it should then behave like that, and give a chance to each player to do whatever they can in their own turn …
    It is the only way to make game of this type balanced and fair…
    Simultaneous turn should do what was designed to do, and the only thing it should do ; SPEED UP the game.
    Instead of making game unfair, real time and unbalanced .

    Because in Simultaneous mode, game does not enter instantly turn based mode when 2 people meet … whatever happen just before entering battlefield screen… is unbalanced and wrong … and add opportunity for cheating .
    In that moment someone will quickly try to do something he should not be able to do,and something it cant be done in a classic mode…

    another player will try quickly to do something before you then press a button to enter a battlefield without giving you a chance to have your turn, move your armies to defend or support another town or army… a cheat that can’t happen in a classic mode.

    game should go into a turn based mode the moment two players meet in a world map, and then once all players have finished their turns … then those 2 players should have their battle (move into a battle screen /mode )
    and once their battle is finished … game should go back into a simultaneous mode till 2 people human players meet and so on …

    so the question … how do we fix this knowing all players were in a simultaneous mode just a seconds ago doing their things ?
    SUGGESTION;
    The moment 2 players meet games enters turn based classic mode … and whatever action is remained will have to be now played in a turn based mode … it does not really matter which player plays first as long as another player gets to play whatever is remained of his action points or move whatever he can move or do in his turn before entering battlefield screen ….

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