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Arralen said:
Here's what I run as AI (copied together from some notes).. I start them as players, then hand them over. (Haven't checked the points with the latest patches, though.) They do quite well - and would do much better if the AI would build castles ...
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I have a request in for a change to the way that indeps handle castles. As it is now they run inside which makes it too easy to abuse. If we get a change such as a #patrol command so I can have a group inside and a group outside then it will make it worthwhile to add indep castles to a map. That will give the AI castles along its path that it can capture. Not the best thing but better.
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Would be great to have them created via map commands. Doing a random .map file that adds the AIs (choosing from the precompiled list) would be great.
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The interesting thing about doing that would be you can turn off cheat-check and create unfair pretenders. Even ones that are not on the usual pretender list (a Harvester pretender, an Aboleth pretender, a Horror pretender)
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By the way, did you tweak your randomizer to take care of terrain when placing additional troops?
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No Im afraid not. I got the code worked out to recognize the terrains and put a merman in the water of each province and a cavalry in each land. But I never got a database or spreadsheet of all the units that I could select from.
Like many of the projects at dom2minions.com they all ran out of steam from lack of anyone showing any interest in them. One thing I do want to do is change the map generators to use the very nice new VGA quality that Leif gave it.