William Smith
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O.K., first let me establish that this game is designed as a multiplayer experience and will always work best in that fashion....

That being said, it seems that you could make a somewhat acceptable mod to play, at least the campaign, solo(or two human hero players vs. an AI Overlord).

Here are my initial thoughts...
-With the campaign, using AI for monster movement and activations should be fairly simple, as the goals of each quest dictate(to a large extent), their reasonable actions.
-The trick will be Overlord card playing mechanisms which is difficult for an AI. With Command & Colors( avery different game but also one with a card mechanic), myself and others have had some success by drawing two cards and have the AI opponent use the best possible card of the two at that time. Would this be where one would begin with such a mod?

Again, knowing that this game will always be best with a human OL, hwere would you begin with making an AI one?

Any thoughts?

 
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Evan Pietrangelo
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I think it would be too hard seeing as there are several overlord cards which interrupt actions and things like that...
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EnderWizard
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I think you'd need to make a custom AI card deck akin to the one used in the Gears of War board game.
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Andrew loses (again)
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I think that Overlord cards can be helped along if you assume that the AI plays them as soon as a legal situation for their use that will have an effect occurs. The AI can draw twice as many cards as usual to make up for their suboptimal use.

Personally, the real stumbling block for the AI would be monster movement and behaviour. Since the objectives vary every mission, you'd need an AI segment custom made for every scenario. In addition, it's probably hard to have the AI evaluate when it needs to be aggressive and when it needs to be defensive, and when to use particular monster skills etc.

Maybe as a starting point, monsters could be dumb drones that move until towards the closest hero until they can attack, but forego the 1 attack per turn that monsters generally get. The exception would be the monsters flagged as quest-essential, which would follow a different script based on the scenario.
 
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Chris Dippel
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Merrick
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What about the old-fashioned solo chess variant?
Play as each side and try to beat yourself.
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Nate Parkes
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cdippel71 wrote:
What about the old-fashioned solo chess variant?
Play as each side and try to beat yourself.


I think this is honestly the only way, unless you're willing to write to write specific operational guidelines for the monsters in each of the scenarios--otherwise, you'll just wind up making all the overlord's decisions anyways.
 
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Jan Probst
Germany
Kiel
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Yeah, just play all sides.
Of courses knowledge pollution means the heroes *know* a certain trap is in hand instead of just being constantly paranoid about it but the end results are about the same.
Maybe develop the OL towards Warlord/Magus and toss traps over time.
 
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Freelance Police
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To some extent, the OL cards are already designed to be separated. Frex, the Warrior cards (additional damage) mostly are played when a monster attacks.

You *could* use 70's video games AI: The game plays with more monsters (and OL cards) than a regular game.

Personally, I prefer "play both sides". That way, when you do play the Quest "to win", you will have some practice against a real opponent.
 
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John "Omega" Williams
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Eldil wrote:
cdippel71 wrote:
What about the old-fashioned solo chess variant?
Play as each side and try to beat yourself.


I think this is honestly the only way, unless you're willing to write to write specific operational guidelines for the monsters in each of the scenarios--otherwise, you'll just wind up making all the overlord's decisions anyways.


Problem is. Its not solo. Its you playing against you. You will know when things are coming and everything.

For a real solo version you need something that can handle, or more likely, simulate, the decisions a OL would make during a play.

There are a few ways to do this. One could be the approach Race for the Galaxy uses wherein the game AI is essentially playing a slightly diffrent system than the players.
This can be done with either simple IF/THEN paramiters, or with a randomizer to keep the player on his or her toes.

The other method is to totally streamline the system to the point you are battling the monsters and the OL part plays no real factors in it. Or is boiled down to its barest essentials.

Theres likely other ways to do it.

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