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View Poll Results: What difficulty level do you regulary use?
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Easy
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4 |
3.17% |
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Normal
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26 |
20.63% |
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Difficult
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35 |
27.78% |
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Mighty
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19 |
15.08% |
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Impossible
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42 |
33.33% |
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September 9th, 2008, 12:12 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Going from Normal AI to Impossible AI...
Better Independents mod works really nice.
So difficulty would be that:
vanilla Impossible
BI mod Difficult
BI mod Mighty
BI mod Impossible
Multiplayer 
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September 9th, 2008, 11:05 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Going from Normal AI to Impossible AI...
Nation number 11 is early Pangaea...
#god 11 812 -- Lord of the Wild
#comname "Green Mind"
#allies 11 26 -- likes to ally with Oceania if they are both AI
#allies 11 48 -- likes to ally with Oceania if they are both AI
#allies 11 40 -- likes to ally with mid_Pangaea if they are both AI
#allies 11 61 -- likes to ally with late_Pangaea if they are both AI
#allies 11 48 -- likes to ally with Oceania if they are both AI
#clearmagic
#mag_death 4 -- needed for Pangea spells and a bless
#mag_nature 4 -- needed for Pangea spells and a bless
#mag_blood 4 -- good combo with the above and a bless
#additem "Treelord's Staff" -- 2 more nature
#additem "Skullface" -- helmet with 1 more death and support
#additem "Armor of Souls" -- armor and 1 more blood
#additem "Boots of the Behemoth" -- goes well with his size 6
#additem "Brazen Vessel" -- misc slot and 1 more blood
#additem "Ring of Sorcery" -- 1 death and 1 nature and 1 blood
#dominionstr 11 6
#scale_chaos 11 2
#scale_lazy 11 2
#scale_cold 11 -1
#scale_death 11 0 -- this line might need removed
#scale_unluck 11 -3
#scale_unmagic 11 -1
You can also give him experience (stars). With these commands you can make anyone a god. A slinger, a turkey, a mummy, a horror. Giving Ermor a god of "Eater of the Dead" is fun.
The game will add up the points and if you go over then it will announce to everyone in the game that you have cheated and downgrade you. Unless you turn off ceat detection of course. It isnt a strict with AI gods. Giving AIs an unmoving god can help keep it from doing stupid things and killing itself off too early in the game.
Gandalf Parker
__________________
-- 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!)
Last edited by Gandalf Parker; September 9th, 2008 at 11:07 PM..
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September 13th, 2008, 02:53 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Going from Normal AI to Impossible AI...
I mean that with the BI mod, Ulm is a really brutal AI enemy, especially with difficult research and impossible AI. It has good troops and with the BI disabled ones, it concentrates on its better nationals, expands fast and will come at you with massive hordes of good quality stuff.
Ulm is not the most powerful nation magically, but depending on pretender pick and other things, it can be successful in MP.
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September 16th, 2008, 11:03 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: Going from Normal AI to Impossible AI...
I have just posted a mod called "Improved Computer Opponents" in the modding section of the forums.
The mod has five MA nations, T'ien Ch'i, Caelum, Arco, C'tis and Man modified to be better opponents. These are the 5 nations with the least amount of wins in the MP section, which is the sole reason they were chosen.
The mod also includes a version of the "No Independents Mod".
I cannot figure out how to make a link to the mod, so you will have to go there yourself.
With my testing, on Impossible settings, these nations are pretty close to impossible to beat (not that I claim to be an expert).
Try it and see.
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September 16th, 2008, 11:54 AM
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Sergeant
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Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
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Re: Going from Normal AI to Impossible AI...
Quote:
Originally Posted by Edratman
I have just posted a mod called "Improved Computer Opponents" in the modding section of the forums.
The mod has five MA nations, T'ien Ch'i, Caelum, Arco, C'tis and Man modified to be better opponents. These are the 5 nations with the least amount of wins in the MP section, which is the sole reason they were chosen.
The mod also includes a version of the "No Independents Mod".
I cannot figure out how to make a link to the mod, so you will have to go there yourself.
With my testing, on Impossible settings, these nations are pretty close to impossible to beat (not that I claim to be an expert).
Try it and see.
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T'ien Ch'i and Arco are two of the least competitive nations in MP? I am surprised, given that both nations have a wealth of high-powered Astral mages. I suppose most MP games are rush-type of games where high-powered starting sacreds are over-emphasized?
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September 16th, 2008, 11:55 AM
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Sergeant
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Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
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Re: Going from Normal AI to Impossible AI...
Quote:
Originally Posted by Epaminondas
Quote:
Originally Posted by Edratman
I have just posted a mod called "Improved Computer Opponents" in the modding section of the forums.
The mod has five MA nations, T'ien Ch'i, Caelum, Arco, C'tis and Man modified to be better opponents. These are the 5 nations with the least amount of wins in the MP section, which is the sole reason they were chosen.
The mod also includes a version of the "No Independents Mod".
I cannot figure out how to make a link to the mod, so you will have to go there yourself.
With my testing, on Impossible settings, these nations are pretty close to impossible to beat (not that I claim to be an expert).
Try it and see.
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T'ien Ch'i and Arco are two of the least competitive nations in MP? I am surprised, given that both nations have a wealth of high-powered Astral mages. I suppose most MP games are rush-type of games where high-powered starting sacreds are over-emphasized?
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Oops! I only play EA nations. So I don't know if my comments above apply to MA T'ien Ch'i and Arco as well!
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September 16th, 2008, 12:21 PM
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Sergeant
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Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
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Re: Going from Normal AI to Impossible AI...
I would also have expected Ulm to be among the least competitive, but I suppose their starting troops are not so bad for rush-type of games.
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September 16th, 2008, 01:05 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Going from Normal AI to Impossible AI...
MA Arco is one of the strongest nation in that age, not much weaker than Ermor or Pythium. TC is one of the weakest though when it comes to multiplayer. Man is without doubt the worst nation now.
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September 16th, 2008, 08:58 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: Going from Normal AI to Impossible AI...
Quote:
Originally Posted by Zeldor
MA Arco is one of the strongest nation in that age, not much weaker than Ermor or Pythium. TC is one of the weakest though when it comes to multiplayer. Man is without doubt the worst nation now.
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Man is very powerful in the mod.
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