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  #11  
Old October 22nd, 2007, 07:40 AM
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Default Re: AI nation skills

Thanks Edratman. Presumable on 1. all other human fractions resign on turn 1 and the AI take over. Is that correct?
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  #12  
Old October 22nd, 2007, 08:08 AM
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Default Re: AI nation skills

Quote:
Ming said:
Thanks Edratman. Presumable on 1. all other human fractions resign on turn 1 and the AI take over. Is that correct?
That is correct.

That is the only way I know how to select the pretender and scales for the AI without editing.
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  #13  
Old October 22nd, 2007, 08:36 AM
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Default Re: AI nation skills

To the very weak nations I would add Abysia, because seeing fully fire resistant armies without any fire mages in support is really funny, I usually kill them wihout having to wistand any fireballs(or fire clouds).
The same thing is probably true to all mage reliant factions.
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  #14  
Old October 22nd, 2007, 08:38 AM
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Default Re: AI nation skills

I just had a thought. Would it be possible to have on the menu screen (the one where you set indy strength) an option to make all AI allies in the next patch? I have no idea if the coding would be managable or not. The default should be non-allied if it is doable.
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  #15  
Old October 22nd, 2007, 08:58 AM

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Default Re: AI nation skills

Another option, very easy to implement, is to stale your first three or four turns. Just hit end turn and do not give any orders for the first few turns. While it does not change how the AI performs, it gives the human a big disadvantage. As the growth tends to be exponential, those lost turns at the start really hurt in the long run.

I regret that I do not remember who first posted this idea, as they deserve credit for such a simple fix.
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  #16  
Old October 22nd, 2007, 09:03 AM
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Default Re: AI nation skills

Play on NI (no independent maps) helps alot.

Set resources to 300 helps the impossible AI as well.
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  #17  
Old October 22nd, 2007, 10:16 AM

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Default Re: AI nation skills

AI strength is not my biggest problem. I would like to see all AIs equal. I do not want to have always strong Ermor against me. I would like to meet strong Bandar Log or Caelum. Now if you play on a big map with most nations in you may expect that the same nations will be your biggest threat.
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  #18  
Old October 22nd, 2007, 10:53 AM
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Default Re: AI nation skills

This can only happen in MP play Zeldor or via extensive modding of those nations which would of course change them into a completely different nation.

AI for individual nations would be great but I can't see it ever happening.
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  #19  
Old October 22nd, 2007, 11:19 AM

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Default Re: AI nation skills

I play SP when I want many turns a day, I won't get that in MP.

Some nations are weaker in SP not because they are made weak but because AI cannot handle them. I don't think mods can change it, unless you can rewrite a lot of AI mechanics.
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  #20  
Old October 22nd, 2007, 02:27 PM
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Default Re: AI nation skills

If you'd like to see some huge armies - which the AI is better with than mages, for sure - set the Supply and Resources multipliers to 300. Setting Gold to 300 will give you so much you'll be able to build a couple castles every turn by the second year, which changes the game drastically. Between this and the No Indies mods, you usually have quite a bit to deal with pretty quickly.
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