|
|
|
 |
|

March 14th, 2007, 01:13 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Mighty Ai
That can be done as a mod. You should request it in the mod forum.
Not sure why "Vampire Queen" though. One of the complaints is that the AI sends gods to Arena or into combat. Why not boost a Monolith
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

March 14th, 2007, 01:39 AM
|
 |
Major
|
|
Join Date: Sep 2005
Posts: 1,007
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Mighty Ai
it seems to me the only difference when scaling up is the size of the armies you face.
|

March 14th, 2007, 01:51 AM
|
Corporal
|
|
Join Date: Jul 2005
Posts: 93
Thanks: 4
Thanked 2 Times in 2 Posts
|
|
Re: Mighty Ai
To improve a bit the pretender from the AI, at least when playing in SP, instead of putting an AI and its difficulty in the setup, you could put only Humans. This way you could design yourself each pretenders you want to fight against with its magic paths, scales and dominion strength.
Then you could just get the nations you are not playing going to "Computer Controlled" in the Options when ingame.
But in that case, as i don't find that information in the manual, what would be the level of difficulty the AI that takes control will use ?
|

March 14th, 2007, 03:08 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Mighty Ai
If you switch them to AI from human controlled they're at normal difficulty. Normal is as smart as the AI gets, but they don't get the bonus to stuff that the higher difficulties get (which negates crappy scales anyway).
|

March 14th, 2007, 01:04 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Mighty Ai
Quote:
Sombre said:
If you switch them to AI from human controlled they're at normal difficulty. Normal is as smart as the AI gets, but they don't get the bonus to stuff that the higher difficulties get (which negates crappy scales anyway).
|
In a way, they kindof do.
In the case of mighty AI, they get more to play with but randomly a really crappy setup. In the case of a human player going AI then they get the same as everyone else but (we would hope at least) a much more logical arrangment. So I would consider someone turned AI to rate more like mighty than like a default standard.
Of course the best of both worlds would be to design the AI, and then set it to mighty. With map commands its not too hard, with mod commands its harder but you can do a LOT more unusual changes.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

March 14th, 2007, 02:57 PM
|
 |
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: Mighty Ai
No guarantees, but I will look into modifying my SemiRandom project to support adding custom gods and nation starts to existing maps. At least this way you could be guaranteed that an ai god would have scales appropriate to his/her nation. I am not into boosting starting sites and all of that myself, but no reason that it couldn't be designed to allow others to if they so choose.
|

March 14th, 2007, 03:10 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Mighty Ai
Ive started a thread to come up with a better designed LA Ermor. I will probably release it initially on a map with a set position but you will be free to grab it and work what can be done as a programmed positioning. As for sites... well LA-E starts with only 1 site so there is room to specifically add 3 more. That could be interesting to choose
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

March 14th, 2007, 03:11 AM
|
 |
Captain
|
|
Join Date: Jun 2004
Location: Rhode Island
Posts: 822
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mighty Ai
I believe that levels higher than Normal simply get more design points at the beginning of the game - no improvement to AI (and I don't think they get bonuses to gold or gems or resources in-game, except from the good scales that they can afford and sometimes happen to take). So creating a nation and then setting it to AI control would be essentially fighting Normal opponents who have the advantage of non-random pretender design. Of course there are plenty of other ways to handicap yourself, some mentioned here already.
Xietor, the developers do read these forums, though not as much as some other people. I wouldn't hold my breath waiting for official features that could be implemented as mods; improved AI is always appreciated, of course, and may or may not happen, but most of the suggestions here you can do yourself with little effort.
It *would* be interesting to be able to mod the design points that different difficulty levels give you... Even a half-blind lobotomized AI could probably do pretty well with perfect scales and a quadruple bless... Yeowch, that's scary just to think of!
|

March 14th, 2007, 03:17 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Mighty Ai
They do get bonuses beyond pretender points - it was covered in another thread on the AI (there have been several). The benefit of a non-random pretender design is of little use compared to the bonuses they get at Impossible. The AI will still research at random, use troops at random, never follow a coherent bless strategy etc. So giving them your idea of a good pretender setup is less likely to increase their difficulty than just throwing bonuses at them.
People ask for a lot of features that can be contained within mods or even already are - just look at some of the nation requests. Improved core AI is not something that can be modded. Giving 'cheating' bonuses to the AI is entirely possible to mod, as has been discussed in the mod forum.
|

March 14th, 2007, 11:04 AM
|
Lieutenant General
|
|
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
|
|
Re: Mighty Ai
Modding is good, but the "official" game should not rely on the players to improve their base product. If simple steps can be taken to improve the AI, it should come as a patch, not as a mod by a player that 1 percent of the player base will download and use.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
|
Thread Tools |
|
Display Modes |
Hybrid 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
|
|
|
|
|