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[SP] Changing AI settings in a running game
Hello everybody.
I was try to start a game with man-made Pretenders to counter the fact the AI choose often impossible Dominions settings or irrational choices in Pretenders design, with the intentions to just begin game, and get them computer controled at the first turn (I saw a post on this subject around here ...). So, I do it last evening for the first time, but I was disapointed when I saw the message that this gamer was now computer controled with an standard AI & random behavior ... I'll hope I could change these settings the same way I chosed AI in a game creation ... Is it a way of doing this ? I even searched in command line options to see if I could set this by default but ... nope, nothing at all. Another question : I start game, turn 1, and became computer controled ... Is the turn 1 playing by the AI or not ? In others words : does the control granted to the computer at once, at the end of the turn or the beginning of the next turn ? Thanks for any answers. |
Re: [SP] Changing AI settings in a running game
Hehe, take a look in the mod forums, I asked a question there concerning more or less the same subject http://forum.shrapnelgames.com/images/smilies/wink.gif
And yes, I am wondering when the AI takes control, too. CharonJr |
Re: [SP] Changing AI settings in a running game
The switchover is immediate, i.e. the AI will take over and do the switched players' turns, afaik.
This would make a good feature request, being able to set AI level when going AI, so even if you don't get the extra pretender points to use, it'd still be good. Another good thing would be if it were possible to create pretender gods for the different AI levels, fully utilizing the bonus points and then being able to check a box called "Load random AI pretender" for that AI level. That way you could have lots of different AI pretenders ready for each nation and you would get to face some random bad-*** from the list, never quite knowing which one comes up. Edi |
Re: [SP] Changing AI settings in a running game
Yup, I am more or less trying to achieve the same by a mod, but a build in feature would be great.
CharonJr |
Re: [SP] Changing AI settings in a running game
The AI gives orders on the turn you give it control. Any orders you'd given on that turn are ignored.
It should use your pretender design, which can be an advantage. |
Re: [SP] Changing AI settings in a running game
Well guys, you're amazingly fast !
Ok, one answer left, now. I know AI take control at once, but is it really NO WAY to adjust the AI level or behavior ? It would be sad, because playing against a normal AI, even with an incredibly perfect-tuned Pretenders designed by MySelf ;op, I don't think it would be a great challenge ... Thanks for you all. P.S.: CharonJr, I'll will find & look at your post. Thanks. Edit: this one |
Re: [SP] Changing AI settings in a running game
Adjusting the level wouldnt have much effect since that only sets the points for initial creation of pretender and scales (less than you, equal to you, more than you). To achieve an Impossible AI would require that you create a god with too many points (very difficult to do) and turn cheating-checks off for the game (not a good idea if players know thats been done)
You can create a nation with many boosts above the normal player as a MOD'd nation and put it in the game. You can also use map commands to create a nation. Set the pretender (even ones not normally allowed), set scales beyond normal, give magic to the pretender, assign units (even if not normally available), give equipment, give them extra magic sites (evenother nations national sites I think), give that nation certain starting spell already researched, give them extra start provinces, an extra castle or lab or temples. And one advantage over MODs is that the players do not have to have a copy of the .map file with ability to see what the AI got. I find it easiest to build a text file of the nation, then I can make a copy of the map and append that nation to it. Oh yeah, you can also set the AI to being an AI from the start. AND you can set the AI to be allied with other AIs (which you might also have built). Quicky list of map commands http://www.dom3minions.com/docs/map_qref.txt an example of it being done. The D.A.R.E. alliance. 3 AI nations next to each other with sibling gods, that have already taken control of a big piece of the map. http://www.dom2minions.com/WEvsTHEM.shtml |
Re: [SP] Changing AI settings in a running game
Gandalf, I do not think it would be too difficult to get things working if it were done in the manner I suggested. Allow creation of pretenders with too many points and make those usable by AI only. Random selection from precreated AI pretenders for the nations would solve that.
It'd give the AI the point boost and decently designed pretenders to start with while placing it on the map randomly so there would be no beforehand knowledge of its location the way there is if you must manually turn a nation AI. It would require some tweaks to the UI and some more options for the Game Tools, namely Game Tools - Create Pretender - Fork Fork 1: Human controlled - Era - Nation - <design pretender & save it> Fork 2: AI controlled - AI level - Era - Nation - <design & save> Then have in game creation when adding nations a checkbox "Use pretender from premade list" where it randomly draws a pretender from the list appropriate for that AI level and nation if checked and randomly creates one (like now) if left unchecked. I'm no programmer, but it'd be nice to hear a programmer's point of view on this. Edi |
Re: [SP] Changing AI settings in a running game
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Re: [SP] Changing AI settings in a running game
Come to think of it....
it might be possible to do it with mods as they are now. If you make a MOD which creates a nation called The Horde in slot 75, create the list of pretenders it can use, modify them, create national spells, units etc etc. Then 75 should appear as a possible opponent which can be set as AI at the beginning of the game letting you choose its difficulty and play mode, and letting the game position it on the map. It seems reasonable but I rarely play with mods so Im not sure. Someone might ask in the MOD subforum since I beleve some mods already exist for unblanaced nations that are meant soley as better AI opponents |
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