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  #1  
Old April 24th, 2004, 09:33 AM

Merry Jolkar Merry Jolkar is offline
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Default question on A.I. Gods

If I create a mod with some races played by A.I.'s (using the #computerplayer command),
will the A.I.'s have their own gods, or will they use the gods I have created for their races?

Also, I've found that when I specify a race for a province using the #poptype command, the race that actually shows up does not match my selection. Has anyone else had this sort of problem?

Thanks!
Merry
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  #2  
Old April 24th, 2004, 02:50 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: question on A.I. Gods

Quote:
Originally posted by Merry Jolkar:
If I create a mod with some races played by A.I.'s (using the #computerplayer command),
will the A.I.'s have their own gods, or will they use the gods I have created for their races?

Also, I've found that when I specify a race for a province using the #poptype command, the race that actually shows up does not match my selection. Has anyone else had this sort of problem?
There is a large difference between MOD and MAP commands. With mod commands you change the things that are in the game. The game still selects them normally, but when they are selected the modified units are used.

The map commands decides what selections will be made for that map, but doesnt change any units. It just makes the decisions, but the game plays the same from there.

I havent messed with MODs yet so Im not sure but the commands you mention look like the MAP commands I use alot. So I will answer that way...
If you turn a computer player on as AI in a map, they will get their own god. You CAN also make them a god using map commands, and it will make them a god which does not overwrite your god that you have made for that race.

IF you want the AI to play using the god you made for yourself, maybe to test playing against it, then you can start the race as human (which will give it the god you made) then on the first turn go into the options to turn that race over to AI control for the rest of the game.

#poptype should work. But if you are using it on a home capital then it doesnt work any different than it usually does. A nation doesnt get the provinces pop as recruit options. If ANOTHER nation takes the captial then it does show up. I think if you use #setland instead of #land then it wipes out what was there and might make the home population show up right away. But you might also have to use commands to put back the other starting stuff like home sites and starting troops.

[ April 24, 2004, 13:51: Message edited by: Gandalf Parker ]
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Old April 24th, 2004, 04:20 PM

Merry Jolkar Merry Jolkar is offline
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Default Re: question on A.I. Gods

Quote:
Originally posted by Gandalf Parker:
If you turn a computer player on as AI in a map, they will get their own god. You CAN also make them a god using map commands, and it will make them a god which does not overwrite your god that you have made for that race.
[/QB]
Sorry if I'm being dense here, but I'm still a bit confused. So, just double checking what I gather from your comments above... When playing Ermor, I've created a god -- a death 7 Lich.

Now, I create a map in which I set the A.I. to play Ermor, using the MAP command #computerplayer 8 4 and put the Emorians in Gorgoroth (province 13) on Andrew Patzwald's cool Middle Earth map, using the MAP command: #specstart 8 13.

I take it the forces of Ermor will now be led by their own computer generated god, not the death 7 Lich I created when I was playing Ermor, right?

And, if I use the #god 8 Moloch command, then the leader of the Ermor will be a Moloch in this map, and the rest of his features will be selected by the PC? And the Moloch won't be there next time I play Ermor as a player. Is that correct?

Thanks!
Merry
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Old April 24th, 2004, 05:27 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: question on A.I. Gods

Yes thats all correct. You got it.

You can also add the commands to completely build their god to match yours if you wanted to, or a completely different one. But you might get that irritating "Ermor has Cheated". Turning off the cheat-checks is going to work after the next patch.

[ April 24, 2004, 16:28: Message edited by: Gandalf Parker ]
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Old April 24th, 2004, 05:29 PM

Merry Jolkar Merry Jolkar is offline
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Default Re: question on A.I. Gods

Thanks again for your help, Gandalf. I couldn't do this without your help!

Merry
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Old April 26th, 2004, 12:26 PM

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Default Re: question on A.I. Gods

An easy way to have the AI play with gods you've designed is to start the wanted nations human-controlled, and switch them to AI on turn 1 .
Simpler than copying the designs in the maps (although once you've made a file with a given god described in map commands it's easy to add it to a map file)
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Old April 26th, 2004, 10:37 PM

Merry Jolkar Merry Jolkar is offline
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Default Re: question on A.I. Gods

When turning the game over the the A.I., can you specify the level of the A.I.?

[ April 26, 2004, 21:38: Message edited by: Merry Jolkar ]
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Old April 26th, 2004, 10:58 PM

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Default Re: question on A.I. Gods

No. The only thing difficulty of AI affects is the number of points the AI receives to generate its pretender with: Since you've already done that before the nation is turned over to the AI, the difficulty setting of the AI is irrelevant: The AI doesn't have "cheats", it doesn't gain more resources or become any smarter with increased difficulty. It only gains more nation points....but you've already generated the god.
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Old April 28th, 2004, 07:25 PM
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Default Re: question on A.I. Gods

What can really improve this game is providing the AI opponents with a selection of different personalities. Another bonus would be where at the start of each game players can select a specific personality for the AI opponents or leave the default with a random selection.

This would give more variety in the development and gameplay actions of the AI opponents. Each AI personality would be focusing on different combinations of the variables listed below:
Research, Defenses, Magic Sites, Provinces with highest gold, Provinces with highest resources, Human opponent with largest armies, Human opponent with most provinces, and (I'm sure I missed others too).

Perhaps something of this nature will be introduced into Dominions_III.
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