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  #1  
Old March 6th, 2007, 01:44 PM

CharonJr CharonJr is offline
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Default Re: [SP] Changing AI settings in a running game

Hehe, take a look in the mod forums, I asked a question there concerning more or less the same subject

And yes, I am wondering when the AI takes control, too.

CharonJr
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  #2  
Old March 6th, 2007, 01:49 PM

thejeff thejeff is offline
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Default Re: [SP] Changing AI settings in a running game

The AI gives orders on the turn you give it control. Any orders you'd given on that turn are ignored.

It should use your pretender design, which can be an advantage.
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  #3  
Old March 6th, 2007, 01:56 PM
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QXel QXel is offline
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Default Re: [SP] Changing AI settings in a running game

Well guys, you're amazingly fast !

Ok, one answer left, now. I know AI take control at once, but is it really NO WAY to adjust the AI level or behavior ?

It would be sad, because playing against a normal AI, even with an incredibly perfect-tuned Pretenders designed by MySelf ;op, I don't think it would be a great challenge ...

Thanks for you all.

P.S.: CharonJr, I'll will find & look at your post. Thanks.
Edit: this one
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  #4  
Old March 6th, 2007, 02:18 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: [SP] Changing AI settings in a running game

Adjusting the level wouldnt have much effect since that only sets the points for initial creation of pretender and scales (less than you, equal to you, more than you). To achieve an Impossible AI would require that you create a god with too many points (very difficult to do) and turn cheating-checks off for the game (not a good idea if players know thats been done)

You can create a nation with many boosts above the normal player as a MOD'd nation and put it in the game.

You can also use map commands to create a nation. Set the pretender (even ones not normally allowed), set scales beyond normal, give magic to the pretender, assign units (even if not normally available), give equipment, give them extra magic sites (evenother nations national sites I think), give that nation certain starting spell already researched, give them extra start provinces, an extra castle or lab or temples. And one advantage over MODs is that the players do not have to have a copy of the .map file with ability to see what the AI got.

I find it easiest to build a text file of the nation, then I can make a copy of the map and append that nation to it. Oh yeah, you can also set the AI to being an AI from the start. AND you can set the AI to be allied with other AIs (which you might also have built).

Quicky list of map commands
http://www.dom3minions.com/docs/map_qref.txt

an example of it being done. The D.A.R.E. alliance. 3 AI nations next to each other with sibling gods, that have already taken control of a big piece of the map.
http://www.dom2minions.com/WEvsTHEM.shtml
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  #5  
Old March 6th, 2007, 03:06 PM
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Default Re: [SP] Changing AI settings in a running game

Gandalf, I do not think it would be too difficult to get things working if it were done in the manner I suggested. Allow creation of pretenders with too many points and make those usable by AI only. Random selection from precreated AI pretenders for the nations would solve that.

It'd give the AI the point boost and decently designed pretenders to start with while placing it on the map randomly so there would be no beforehand knowledge of its location the way there is if you must manually turn a nation AI. It would require some tweaks to the UI and some more options for the Game Tools, namely Game Tools - Create Pretender - Fork
Fork 1: Human controlled - Era - Nation - <design pretender & save it>
Fork 2: AI controlled - AI level - Era - Nation - <design & save>

Then have in game creation when adding nations a checkbox "Use pretender from premade list" where it randomly draws a pretender from the list appropriate for that AI level and nation if checked and randomly creates one (like now) if left unchecked.

I'm no programmer, but it'd be nice to hear a programmer's point of view on this.

Edi
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  #6  
Old March 6th, 2007, 08:00 PM

mivayan mivayan is offline
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Default Re: [SP] Changing AI settings in a running game

Quote:
Edi said:
Allow creation of pretenders with too many points and make those usable by AI only. Random selection from precreated AI pretenders for the nations would solve that.

It would require some tweaks to the UI and some more options for the Game Tools, (...)
Or just a -useCustomAIgod command line switch which uses normal pretender files which you have to manually put in the savedgames\aiCustomGods directory. Then people can distribute their best compilations.

The AI wont get the 150 bonus design points for max difficulty, but they are insignificant compared to +100% money/resources/gems.

Gandalf: thanks for those numbers.
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  #7  
Old March 6th, 2007, 08:09 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: [SP] Changing AI settings in a running game

I agree. Seeing those numbers I think its abit overbearing.
But on the other hand, since many feel the AI is a cake-walk I guess its not worth suggesting a change.

On the shared compilations, thats been possible since Dom2 with map commands. But numerous requests didnt seem to get any action. Now maybe with the RandomMap program coming to bloom we might see some.
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  #8  
Old March 6th, 2007, 03:08 PM
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Default Re: [SP] Changing AI settings in a running game

Quote:
Gandalf Parker said:
Adjusting the level wouldnt have much effect since that only sets the points for initial creation of pretender and scales (less than you, equal to you, more than you).
I'm fairly sure that the AI does receive resource and gold income bonuses when set on levels higher than average difficulty.
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  #9  
Old March 6th, 2007, 04:05 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: [SP] Changing AI settings in a running game

Come to think of it....
it might be possible to do it with mods as they are now.

If you make a MOD which creates a nation called The Horde in slot 75, create the list of pretenders it can use, modify them, create national spells, units etc etc. Then 75 should appear as a possible opponent which can be set as AI at the beginning of the game letting you choose its difficulty and play mode, and letting the game position it on the map.

It seems reasonable but I rarely play with mods so Im not sure. Someone might ask in the MOD subforum since I beleve some mods already exist for unblanaced nations that are meant soley as better AI opponents
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  #10  
Old March 6th, 2007, 04:38 PM
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Default Re: [SP] Changing AI settings in a running game

Quote:
Graeme Dice said:
Quote:
Gandalf Parker said:
Adjusting the level wouldnt have much effect since that only sets the points for initial creation of pretender and scales (less than you, equal to you, more than you).
I'm fairly sure that the AI does receive resource and gold income bonuses when set on levels higher than average difficulty.
Thank you for that.
All right. I couldnt find where Johan had posted here the info we had in beta testing so I went back there and asked. He has given permission to post the exact formula.

Quote:
Johan K said:
Resource, magic gem and money bonuses are -30, 0, 30, 60, 100%
Design point bonuses are 0, 0, +50, +100, +150 pnts

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