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  #1  
Old October 22nd, 2007, 10:16 AM

Zeldor Zeldor is offline
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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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  #2  
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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Old October 22nd, 2007, 11:19 AM

Zeldor Zeldor is offline
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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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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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Old October 22nd, 2007, 05:54 PM
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Default 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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Old October 22nd, 2007, 08:59 PM
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Default 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.
One downside is the AI opponents don't march beyond a castle province until the province has been captured.
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Old October 23rd, 2007, 07:49 AM

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Default 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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  #8  
Old October 23rd, 2007, 10:54 AM

Wikd Thots Wikd Thots is offline
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Default 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
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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