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August 3rd, 2001, 02:01 AM
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Corporal
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Join Date: Jun 2001
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Re: AI and surrendering
Look at it this way: in RL wars, whether or not a nation will surrender doesn't follow any particular set of rules. It depends on the culture, the leader, the situation, etc.
I think that if the behaviour of the AI were completely predictable and logical---"I have X times its score, therefore it should surrender"--SEIV would be less fun as a game. I like the randomness of AI behaviour; to me, this makes it seem more human than most computer game AI.
Just my opinion.
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August 3rd, 2001, 03:06 AM
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Colonel
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Join Date: Jul 2000
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Re: AI and surrendering
I'm sorry Natsef-Amun... but the SE4 AI behavior to accept/reject surrender, is very predictable and logical. You only need to check the corresponding Politics.txt file!
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August 3rd, 2001, 09:53 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: AI and surrendering
QUOTE:
I'm sorry Natsef-Amun... but the SE4 AI behavior to accept/reject surrender, is very predictable and logical. You only need to check the corresponding Politics.txt file!
/QUOTE
Does veryon look at the AI files when playing the game? I wouldn't do this, as it givs m (anothr) unfair advantage over the AI - aftr all, he can't look at _my- AI files=-)
BTW, about getting "unsurrendering" enemies to surrender, try this. It might work, it might not:
Blockade each planet and intel it with anarchy Groups until the angry population rebels and the planet splits off from the empire. You can do more to anger the population by winning battles in that system. I could be wrong but I think the newly formed empire might use different AI files to the "parent" empire, and therefore be more susceptible to surrender.
It does seem to be quite difficult to force a rebellion though, I've been blockading a major Crysonlite world for ages, intelling it every month and it still won't split=-(
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"Pinky, are you pondering what I'm pondering?"
"I think so Brain but, if you replace the P with an O, my name would be Oinky, wouldn't it?"
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August 3rd, 2001, 11:41 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: AI and surrendering
You can modify the AI files, and boost the AI advantage while setting up the game.
Then, set the Ministers to AGGRESSIVE, and see if they surrendar then.
PS, checking the AI files for AI weakness while playing a game is as cheap as using a trainer while playing IP game. Nuff said.
(Bad habbit, no offense)
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 3rd, 2001, 11:42 AM
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Shrapnel Fanatic
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Re: AI and surrendering
One thing I have also noticed is the fact that the AI never demands your surrendar. Why is that?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 3rd, 2001, 12:12 PM
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Second Lieutenant
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Join Date: Mar 2001
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Re: AI and surrendering
Wasn't there a thread a while back discussing AI demanding surrender, and something about the demand surrender/subjugation/protectorship not working?
Like stated earlier - the AI surrendering all depends on how the AI was set up. Some will never surrender, some surrender easily, and at least one will only surrender to allies.
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August 3rd, 2001, 02:22 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: AI and surrendering
quote: Originally posted by Atraikius:
Wasn't there a thread a while back discussing AI demanding surrender, and something about the demand surrender/subjugation/protectorship not working?
Like stated earlier - the AI surrendering all depends on how the AI was set up. Some will never surrender, some surrender easily, and at least one will only surrender to allies.
That is correct. At this time you can't make the AI demand someones surrender. Believe me, I've tried.
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