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October 22nd, 2007, 10:16 AM
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General
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Join Date: Oct 2007
Location: Poland
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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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October 22nd, 2007, 10:53 AM
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Major General
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Join Date: Sep 2006
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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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October 22nd, 2007, 11:19 AM
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Join Date: Oct 2007
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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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October 22nd, 2007, 02:27 PM
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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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October 22nd, 2007, 05:54 PM
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Major General
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Join Date: Aug 2000
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Re: AI nation skills
It's possible to handicap things by adjusting nations' starting troops or sites, or doing things like giving them modded immobile monsters which serve as gem generators or so forth.
Modding an AI's nation-specific commanders to all have a supply bonus would go a long way to preventing mass starvation without freeing the human player from the same constraints. Giving a research bonus to its mages might also help.
You can't block it from going Turmoil/Death/Misfortune on a large map without actually setting up the sides, but the Misfortune could be ameliorated by fortune-teller abilities.
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October 22nd, 2007, 08:59 PM
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Join Date: Jun 2003
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Re: AI nation skills
Quote:
Morkilus said:
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.
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One downside is the AI opponents don't march beyond a castle province until the province has been captured.
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October 23rd, 2007, 07:49 AM
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Join Date: Oct 2007
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Re: AI nation skills
I am sure there are simple solutions to improve AI skill and it wouldn't be so much work to do, for example:
- make AI choose scales and pretenders somewhat wisely
- make AI recognize geographically strategic provinces
- stop AI from using extremely stupid ideas like hordes of indies with C'tis miasma
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October 23rd, 2007, 10:54 AM
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BANNED USER
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Join Date: May 2004
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Re: AI nation skills
Quote:
Zeldor said:
I am sure there are simple solutions to improve AI skill and it wouldn't be so much work to do, for example:
- make AI choose scales and pretenders somewhat wisely
- make AI recognize geographically strategic provinces
- stop AI from using extremely stupid ideas like hordes of indies with C'tis miasma
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the first item we can already do ourselves with maps and mods
the second thing needs more defining. Some people would say "build a castle in a choke point then dont take the neighboring provinces" but others would say "stupid AI built a castle on a chokepoint that only had 3 neighbors"
last item is out completely. There is only one AI and it builds its armies the same for all nations. The thinking must be something like "build x infantry, build x archers, build x mounted, build 1 commander or mage". And now you want "unless you are ctis with miasma then build". But then we end up with lots of "unless you are" all through the code. That would be a lot of work. And it would really slow the game down for solo playing
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