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December 18th, 2003, 08:58 PM
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Join Date: Jun 2003
Location: az
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Re: Restricting AI death scale?
Quote:
Originally posted by Zen:
quote: WRONG...
example: Using a car to travel across the USA makes traveling across way too easy when compared with other ground vehicles. Doesn't mean the car alone will be enough to acomplish this task.
just because one item, creature or spell makes the game much easier doesn't mean that single feature will win the game. There are many aspects of the game which work together.
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That can be said for any nation, not just Ermor. Once you learn the weaknesses of the AI; then you can abuse them regardless of whatever nation you choose. My statement was specifically about Ermor and a very powerful spell not the other nations... since the topic is related with the AI death scale.
Quote:
I don't know what your argument here is, if it's not that "Ermor is too easy if I use Burdern of Time too" or "I'd only play Ermor vs humans" (which means to me, other players).
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Regarding my original post... there was no argument only a statement.
The quotes:
{Ermor is too easy if I use Burdern of Time too}
True when playing against only computer opponents.
{I'd only play Ermor vs humans}
True statement
[ December 18, 2003, 19:02: Message edited by: NTJedi ]
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December 18th, 2003, 09:02 PM
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Re: Restricting AI death scale?
Yes, what I'm saying is that ANY nation can be. Regardless of Death scales. Take Pythium for example.
And in regards to your comments, try 17 opponents on a cramped map with Ermor on Impossible; and you might think differently.
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December 18th, 2003, 09:08 PM
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Join Date: Jun 2003
Location: az
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Re: Restricting AI death scale?
Quote:
Originally posted by Zen:
Yes, what I'm saying is that ANY nation can be. Regardless of Death scales. Take Pythium for example.
And in regards to your comments, try 17 opponents on a cramped map with Ermor on Impossible; and you might think differently.
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OF COURSE any nation can be... but most other nations are not related to this TOPIC.
17 opponents on a cramped map with impossible settings is a game more based on LUCK then strategy.
[ December 18, 2003, 19:09: Message edited by: NTJedi ]
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December 18th, 2003, 09:29 PM
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Re: Restricting AI death scale?
In what way? You were commenting on how you the player cast Burden of Time playing Ermor impacted the game. Not the fact that 50% of the AI Pretenders design has some death scale which cripples them.
And the only luck portion of it is what you do with what you are given; that is where the strategy comes into play.
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December 18th, 2003, 09:42 PM
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Thanked 39 Times in 28 Posts
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Re: Restricting AI death scale?
Quote:
Originally posted by Zen:
In what way? You were commenting on how you the player cast Burden of Time playing Ermor impacted the game. Not the fact that 50% of the AI Pretenders design has some death scale which cripples them.
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Burden of Time response was a response from the previous post which also mentioned 'Burden of Time'. Works in conjunction with Death Scale.
Quote:
Originally posted by Zen:
And the only luck portion of it is what you do with what you are given; that is where the strategy comes into play.
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OH MY HEAVENS... THIS IS SO WRONG!
There are so many unknown variables regarding AI attack decisions, events, magic sites, etc..., etc... . THESE ARE LUCK ! Not much to do in a game where 4 Impossible AI opponents decide to make you the first kill on a cramped map.
[ December 18, 2003, 19:44: Message edited by: NTJedi ]
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December 18th, 2003, 09:55 PM
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Re: Restricting AI death scale?
Quote:
Burden of Time response was a response from the previous post which also mentioned 'Burden of Time'. Works in conjunction with Death Scale.
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There was no mention of working in conjunction; but that the AI is not proactive in dispelling it, or any other global enchantment which has negative impacts on them. It has less to do with the death scale in a 'living' enviroment, but more to do with being undead and not being affected by the spell.
Quote:
There are so many unknown variables regarding AI attack decisions, events, magic sites, etc..., etc... . THESE ARE LUCK ! Not much to do in a game where 4 Impossible AI opponents decide to make you the first kill on a cramped map.
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Not really. There are alot of different variables, but keeping AI's from attacking you is not totally regulated to luck. Also there is the strategy of how and why you expand, and who and why you attack and how you do it. Giving up aspects to 'luck' is an excuse and not compensating for it. Maybe too much 'luck' for someone who wants to play a game in a certain fashion that they have learned to be effective against the AI.
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December 18th, 2003, 10:09 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Thanked 39 Times in 28 Posts
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Re: Restricting AI death scale?
Quote:
Originally posted by Zen:
quote: Burden of Time response was a response from the previous post which also mentioned 'Burden of Time'. Works in conjunction with Death Scale.
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There was no mention of working in conjunction; but that the AI is not proactive in dispelling it, or any other global enchantment which has negative impacts on them. It has less to do with the death scale in a 'living' enviroment, but more to do with being undead and not being affected by the spell. My response for Burden of Time works in conjunction with the AI death scale.
Quote:
quote: There are so many unknown variables regarding AI attack decisions, events, magic sites, etc..., etc... . THESE ARE LUCK ! Not much to do in a game where 4 Impossible AI opponents decide to make you the first kill on a cramped map.
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Not really. There are alot of different variables, but keeping AI's from attacking you is not totally regulated to luck. Also there is the strategy of how and why you expand, and who and why you attack and how you do it. Giving up aspects to 'luck' is an excuse and not compensating for it. Maybe too much 'luck' for someone who wants to play a game in a certain fashion that they have learned to be effective against the AI. Of course there are ways to help influence the AI from attacking you... but nothing is guaranteed. With the map settings you suggested... that game is mostly based on luck. Think about it... a game with a large map and only 2 players would obviously have more strategy.
[ December 18, 2003, 20:12: Message edited by: NTJedi ]
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