|
|
|
|
January 3rd, 2005, 01:27 PM
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
AI most equal to human player
I'm fairly certain this has been asked before. And maybe I once knew this but forgot the answer....
But I would like to know the exact effects of choosing a specific difficulty for the AI beyond whether the AI will "play better." Specifically, I would like to know if difficulty affects the AI's nation points, resources, or income in any way.
And at what level is the income, resources, nation points, and whatever else is affected (outside "playing better") most equal to what the human player receives?
Thanks
|
January 3rd, 2005, 02:12 PM
|
|
Brigadier General
|
|
Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
|
|
Re: AI most equal to human player
The standard AI has the same amount of design points, income, etc. as a human player.
The more difficult AIs get bonuses on income, resources and design points. The easy AI gets penalized on income and resources instead.
|
January 3rd, 2005, 02:25 PM
|
Second Lieutenant
|
|
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI most equal to human player
Thank you
|
January 3rd, 2005, 02:40 PM
|
|
Lieutenant General
|
|
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: AI most equal to human player
Quote:
Johan K said:
The standard AI has the same amount of design points, income, etc. as a human player.
The more difficult AIs get bonuses on income, resources and design points. The easy AI gets penalized on income and resources instead.
|
Could you please give exact values or percentages for that ?
Like difficult ai : +50% gold , very difficult +100% etc.
Thank you in advance .
And one related question :
What determines the AI building decisions ?
Mainly resource costs ?
Could i make e.g. a very hard ulm ai by modding the resource costs of ulm knights down to 1 for them and then they build mostly the knights ?
Or are the building decisions way more complex ?
|
January 3rd, 2005, 10:47 PM
|
|
Second Lieutenant
|
|
Join Date: Dec 2004
Location: BF Illinois
Posts: 445
Thanks: 13
Thanked 27 Times in 21 Posts
|
|
Re: AI most equal to human player
What I do a lot of times is to create pretenders for the nations I want to play against and then set them to AI on turn 1--It keeps them from selecting crappy scales and the like.
I once had an AI pretender for Mictlan with 3 Turmoil and 3 Misfortune--His main castle was beseiged by Knights on an early turn and he never escaped his castle. Of course it's not to say that 3-Turm, 3-Mis is necessarily a bad choice...I suppose you might be able to handle such a thing as a human perhaps with Ermor, but the computer doesn't have a good enough strategy to work out the problems.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
|
January 7th, 2005, 12:11 PM
|
Corporal
|
|
Join Date: Sep 2003
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI most equal to human player
Quote:
Verjigorm said:
What I do a lot of times is to create pretenders for the nations I want to play against and then set them to AI on turn 1--It keeps them from selecting crappy scales and the like.
|
That is interesting - never thought of that. Am at work right now, so cannot check: is it possible to give the nation a huge bonus (ie: 'impossible AI' level) while designing, so that it retains that advantage when set to AI in turn 1?
Trying to improve the SP challenge here!
__________________
Currently playing: Dominions 2, World at War, Painkiller
Looking forward to: Allied-German War, Dominions 3
|
January 7th, 2005, 12:15 PM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: AI most equal to human player
No, you can't. You have to create a 'regular' nation (without excessive points) which you hand over to the AI.
I don't know -and the devs never answered my question-, if the production-bonus etc. does affect those nations if you set the AI strenght via command line option.
Found out that with some designs / nations and pre-placed castles the AI does significantly better.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
January 7th, 2005, 12:18 PM
|
Captain
|
|
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
|
|
Re: AI most equal to human player
The AI will avoid crappier scales at higher difficulties. That combined with the extra design points should mean that it for the most part does not make totally unviable pretenders.
|
January 7th, 2005, 10:19 PM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: AI most equal to human player
Quote:
von_Schmidt said:
Trying to improve the SP challenge here!
|
Best way to improve the SP challenge is to play MP!
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|