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  #41  
Old July 24th, 2010, 11:44 AM

chrispedersen chrispedersen is offline
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Default Re: Traitors! Team Game! 6/16

Well, mods are definitely becoming more standard.

Both mods and themes are ways of extending the life of a game.
Human players are much more interesting and challenging than the AI.

I don't consider the game playable vs ai. Its mind numbingly simple. You have no idea the difference MP vs Ai play. Its a whole new world = )
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  #42  
Old July 24th, 2010, 02:37 PM
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Default Re: Traitors! Team Game! 6/16

I will not play, but I do have an entertaining and potentially suicidal strategy if a captain wants an idea of something interesting to do.
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  #43  
Old July 24th, 2010, 07:55 PM
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Default Re: Traitors! Team Game! 6/16

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Originally Posted by chrispedersen View Post
Well, mods are definitely becoming more standard.

Both mods and themes are ways of extending the life of a game.
Human players are much more interesting and challenging than the AI.

I don't consider the game playable vs ai. Its mind numbingly simple. You have no idea the difference MP vs Ai play. Its a whole new world = )
I agree. Whatever can be done to extend the life of the game and keep things interesting, can/should/is being done.

Nothing beats human players of course, though I do think the AI can be challenging especially for very new players or players who have never really played against them before. Beats static indies anyway.

Wonder what Squirrel has in mind, sounds devilishly delicious.
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  #44  
Old July 24th, 2010, 09:09 PM

Eximius Sus Eximius Sus is offline
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Default Re: Traitors! Team Game! 6/16

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Originally Posted by Septimius Severus View Post
Nothing beats human players of course, though I do think the AI can be challenging especially for very new players or players who have never really played against them before. Beats static indies anyway.

Wonder what Squirrel has in mind, sounds devilishly delicious.
Why on earth would I want to join a multiplayer game and fight the AI? Seems like MP games take months. I can beat up 15 AI's in a couple days at 40 turns a day. I just can't imagine the motivation to do that at less than one turn a day. Sounds boring as hell. Especially after what Chris Pedersen above said that the AI is easy.

Do you put AI's in multiplayer games? What on earth for?
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  #45  
Old July 25th, 2010, 11:37 PM
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Septimius Severus Septimius Severus is offline
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Default Re: Traitors! Team Game! 6/16

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Originally Posted by Eximius Sus View Post
Why on earth would I want to join a multiplayer game and fight the AI? Seems like MP games take months. I can beat up 15 AI's in a couple days at 40 turns a day. I just can't imagine the motivation to do that at less than one turn a day. Sounds boring as hell. Especially after what Chris Pedersen above said that the AI is easy.

Do you put AI's in multiplayer games? What on earth for?
When AIs are added to MP games from the beginning, you've got a comp stomp which can be interesting or desirable for some players, it also presents a greater challenge in my opinion versus just regular indies. Oftentimes the AIs that are added to MP games (like the GENOCIDE AIs in the NaV series) are enhanced/modified and/or boosted, and are generally much tougher/and or more challenging than your typical run-of-the-mill unmodified AIs. As a matter of fact, the AI can in theory at least, be made powerful enough (but not necessarily smart enough) to wipe every player off the map.

But of course whenever a player drops in any MP game, and a replacement cannot be found, you wind up fighting against AIs, like it not. You're also fighting against a static AI/computer opponent whenever you attack an indy province.
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Last edited by Septimius Severus; July 25th, 2010 at 11:55 PM..
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  #46  
Old July 26th, 2010, 08:47 AM

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Default Re: Traitors! Team Game! 6/16

Oh. You meant a coop game. I guess I can see the point of that. 4-6 players working together to kill a pack of AI's. So you have modified the AI's artificial intelligence? I didn't realize you could do that. Making the AI's smarter would be cool.

Oh I read a bit about that NaV series. Those weren't coop games. They were team games with some extra AI's stuck into it.

PS: Can you boost AI's in single player? That would be fun. Bashing 4 super AI's as fast as you can play.
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  #47  
Old July 26th, 2010, 03:14 PM
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Default Re: Traitors! Team Game! 6/16

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Originally Posted by Eximius Sus View Post
Oh. You meant a coop game. I guess I can see the point of that. 4-6 players working together to kill a pack of AI's. So you have modified the AI's artificial intelligence? I didn't realize you could do that. Making the AI's smarter would be cool.

Oh I read a bit about that NaV series. Those weren't coop games. They were team games with some extra AI's stuck into it.

PS: Can you boost AI's in single player? That would be fun. Bashing 4 super AI's as fast as you can play.
Don't want to get the thread off topic (apologies to Chris). The NaV series is cooperative in the sense the AI is the common enemy/obstacle of all the teams (you can read about our trials/tribulations against the AI in the NaV forum archives using the link in my signature).

Modifications to the AI programming logic (i.e. making it smarter) would have to be done by the developers but there are certain things you can do via modding, map editing, etc, to attempt to keep the AI from doing some nonsensical things and to give it a huge starting advantage/powerful forces/production bonuses/good pretenders/scales, etc.

I am one of those players that jumped right into MP without really every learning how to play/beat AI opponents in single player, so its a great learning opportunity for me. I also enjoy working with other players to beat up on or challenge the AIs.

Yes, you can boost the AIs in single player.
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  #48  
Old July 26th, 2010, 03:39 PM
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Default Re: Traitors! Team Game! 6/16

Boosting an AI in SP has a slight problem, however: you got full information as to exactly how it was boosted (Pretender design, etc.). A workaround here would be using scenario made by someone else. Also, there is a SemiRand, though this I didn't test personally. And Gandalf's server offers some opportunities for this, including these "coop" games (I'm not familiar with this term myself, but I think this is the same as what you meant) - try to proceed from his signature.
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  #49  
Old July 26th, 2010, 04:57 PM

chrispedersen chrispedersen is offline
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Default Re: Traitors! Team Game! 8/12

There are a variety of things you can do.
You can use map statements to make the AI's never attack each other for example.

Gandalf's game server always has a bunch of random games (boosted ai's) where it will be you against everyone else; alternately you can play a couple of players versus all the AIs.



And with that.. lets get back to this current game:

Sept we need a name for your team, and we need to spread the word and get another captain.

By my count if we could get 3 teams of 4 you could start. So we are one captain and a couple of players away.
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  #50  
Old July 27th, 2010, 02:13 PM
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Default Re: Traitors! Team Game! 6/16

Well Chris, it can be difficult to come up with a team name that is reflective of commonality or shared attributes without knowing the nations or the players on the team. But, let see, since the game is about traitors/loyalty and following along the lines of Wrana's Raiders, we can go with Septimius' Seditionists.

Yes, there must be more interest in the game to get started, especially if there's a dearth of players during the summer months (in the northern hemisphere).
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