"Do you see any way that .map commands could be used to simulate a poor Version of the AI fixes that people have asked for? "
Well I don't really know what you can do with the .map commands, but I'd have to say no. At least from my perspective the AI fixes are fixes that are meant to be employed by the AI throughout the course of the game, not merely handicaps at startup. Even if you can script in additional HI every turn, or script in free temples, etc. for every xth province captured, its still not an improvement to the AI.
It is an increased challenge, it is an improvement to the computerplayers (don't want to use AIs there...) ability to Last in a game, but it is 'artificial' for lack of a better word. Its a crutch, its a bonus that has no bearing in reality (reality being what it is for an computer game

) I don't mind devs or modders using the tools they have to make games that do this, but I don't call it 'improving the AI' I may call it improving gameplay or increasing the difficulty, but it's a band-aid fix, it doesn't do anything to effect how well the AI can actually manage it's empire, its a crutch.
And therein probably lies our difference in what we mean by AI, I mean the algorythems that control the responses to whatever inputs are measured, not the computerplayed nation itself. That said, I understand that it is a tall order to make a truely competative AI for a game like Dom, however, I also think that there are probably some simple improvments or tweeks that can be made to the existing set of inputs and responses. I outlined this generally in the big AI thread so I won't do it again here, other than to say that I hope it is possible to externalize some of these resonses and inputs into text files (ala MoO3 and SEIV) so that modders can make their own attempts at creating a tougher AI. Again I'm talking about improving unit selection, research selection, province build up (forts, labs, def, ...) army compostion, pretender design, ...
All of those aspects (and many others) can exist in tables with values dependant on various inputs from the game situation. Thats what I want, that's how I see 'easier' improvements to the AI. Of course all those ideas could be moot if its not possible or too difficult for those tables to be externalized. But that's not really my point, my point is that handicapping and making scripted senerios is an excellent way to provide a better challenge, it is not however, a direct change to the AI, as I have termed it.
Anyway, I think we are after the same thing, better game play, I just think we are a bit crossed on our use of the term AI.
-edit Oh and I'm sorry if you feel that I'm corrupting your thread, I do think that your maps are excellent and entertaining, it is not my intention to draw this thread away from promoting your work and getting more feedback on it, though I fear I may have...
[ November 04, 2003, 21:00: Message edited by: licker ]