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Re: Going from Normal AI to Impossible AI...
Many thanks.
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Re: Going from Normal AI to Impossible AI...
Impossible AI with better independents mod can make really good use of sacreds, but only if it has H3 priests [though Divine Bless should have really higher priority]. With all that points it gets and negative scales it take you can meet triple 9 blesses there.
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Re: Going from Normal AI to Impossible AI...
You can meet triple 9 blesses, but you'll also meet big armies of expensive sacreds that the AI doesn't bother to send a priest with. Or Cast bless if it does.
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Re: Going from Normal AI to Impossible AI...
I also did not think the AI needed the score graphs. I suppose I can try playing some more without the graphs and see if there's a perceived difference--although buying decent PD also keeps the AI off your back and I don't think that shows up in score graphs.
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Re: Going from Normal AI to Impossible AI...
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Re: Going from Normal AI to Impossible AI...
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Re: Going from Normal AI to Impossible AI...
Well I know that I have asked for such a list so that the modders and mappers could improve things. But it would tend to be a very different list.
For KO/JK the AI is linear in one section of code. It tends to operate in general rules without alot of "if" code. So it would be something like purchase infantry before cavalry instead of specifying IF Ulm then purchase specific unit before other specific unit. Or consider xxxxxx spell better than xxxxxx spell but not IF pythium or lines like not to cast xxxx spell on xxxxxx specific unit. But for modding and mapping purposes the specific failures of specific nations can be addressed. Such as the fact that Mictlan tends to kill itself off early in solo games by not providing for its own dominion can be fixed by setting specific pretenders and specific scales. |
Re: Going from Normal AI to Impossible AI...
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Re: Going from Normal AI to Impossible AI...
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Re: Going from Normal AI to Impossible AI...
One really easy (I think...) stopgap solution to the bad AI sp problem would be if we were able to assign greater or less points to all players at the beginning of the game, and then ofcourse switch them to computer controlled-this would also be an interesting handicap feature for MP games.
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