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Re: House Rules against the AI
I haven't played MP, but have played SP exhaustively.
My latest rule , is 1) all AIs on impossible and aggressive 2) I'm not allowed to recruit troops or mercenaries. I only get starting troops, commanders, troops from random events, and nationals summons. Ken |
Re: House Rules against the AI
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And dominions has dropped on the list. As far as this project goes I havent gotten very far in even play testing my own efforts from the other thread, or the mods done for AI such as NTJedi. On the other hand mentioning it shouldnt hurt since there seem to be people who speak up that have much more specific info on what the AI does and doesnt do well than I have. |
Re: House Rules against the AI
Since the AI can't be modded directly, about the only way that it can be affected is by limiting its choices, which is the driving force behind both the Better Independents mod and the No Independents maps.
They work fairly well given the limitations, but fighting the AI is always dealing with hordes and fairly little magic (in light of the enormous potential that you see wielded in MP games). With the BI and NI solutions, you just face hordes of quality troops and more national troops instead of identical militia/light infantry hordes. Something that would help if it were possible to set non-random AIs, ala creating an AI pretender with the point bonuses that could only be assigned to an AI nation (just like you can create and load pretenders for human controlled nations). Sure, you'd know what kind of build you're up against, but it would make for a better SP game experience when you don't have half the AIs turmoil/sloth/death/misfortune 3, which causes them to fall apart after around twenty turns. |
Re: House Rules against the AI
I hear a lot of people say the Better Independents mod works well but I have to ask how you got around the huge flaws that the mod had before.
In the past the Better Independents mod either increased the gold cost or the resource cost of the bad Independent units. This created two scenarios that pretty much destroyed the AI. If the gold cost was raised, Militia events would devastate the AI's economy. If the resources were raised, the AI would not be able to produce units in any castle except the capital because it would queue up the independent units that had the resource cost it could never hope to meet ultimately only allowing armies to be built at the capital. How did you get around these limitations? |
Re: House Rules against the AI
The current version fixes it so that units generated by events don't have altered gold costs but the same units in national rosters are replaced by a copied unit that does have higher cost. I never ran into the queue problem myself.
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Re: House Rules against the AI
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Re: House Rules against the AI
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To test the resource hang up I am talking about, you only need to take over any AI controlled castle besides their capital. I am pretty sure the AI makes the same decisions in provinces without castles but you just don't see the queue hang up because that bug only allows you to see the queued units when you conquer a castle. If the AI doesn't do this anymore, I may give it another shot! |
Re: House Rules against the AI
Does it show up if you open an AIs turn file?
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Re: House Rules against the AI
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Really, Humakty? Dom AI is about the worst there is. Civ, GalCiv, a dozen other games, beat it by a mile. This game is all about MP. |
Re: House Rules against the AI
My House Rules against the AI:
1) Typically I provide every AI opponent with Order_3, Growth_3, and Luck_3 using the mapedit commands. This really makes a massive difference. 2) The game is setup with at least Independents of 7 or higher.... and Supplies at 300. 3) I never build the unique artifacts and never bid on mercenaries. 4) I use the AI Opponent Balance Mod: http://forum.shrapnelgames.com/showthread.php?t=42679 5) For large maps I provide one AI opponent(usually Niefelheim or EA Argatha) with at least a dozen SCs, an extra province with a fort, immobile mages and library(!!research!!), then last a super powerfully equipped pretender. ** And to increase the challenge one only needs to setup two, three or four AI opponents as allies. Quote:
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