|
|
|
 |

October 22nd, 2007, 11:19 AM
|
General
|
|
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
|
|
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.
|

October 22nd, 2007, 02:27 PM
|
 |
Major
|
|
Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
|
|
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.
|

October 22nd, 2007, 05:54 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

October 22nd, 2007, 08:59 PM
|
 |
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
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.
__________________
There can be only one.
|

October 23rd, 2007, 07:49 AM
|
General
|
|
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
|
|
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
|

October 23rd, 2007, 10:54 AM
|
BANNED USER
|
|
Join Date: May 2004
Location: Kali4nia
Posts: 146
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|

October 23rd, 2007, 12:44 PM
|
General
|
|
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
|
|
Re: AI nation skills
Wikd Thots:
Point 1 would be really easy to implement. At least scales.
Pint 3 is indeed very complicated, but it should be like that  Human plays every nation in different way and so should AI. I should have gone to cognitive science so I could help with that...
|

October 23rd, 2007, 09:02 PM
|
Major
|
|
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: AI nation skills
Zeldor, since you have an intimite understanding of how strong the different nations are when played by the AI why not just adjust difficult for the nations accordingly. Perhaps increase difficulty for Bandar Log and Caelum. Or decrease difficulty for Ermor and Pangaea.
If you want different nations to get strong in each game without before hand knowledge you may put three AIs to higher difficult and all with random nations.
|

October 25th, 2007, 12:50 PM
|
BANNED USER
|
|
Join Date: May 2004
Location: Kali4nia
Posts: 146
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI nation skills
Quote:
Zeldor said:
Wikd Thots:
Point 1 would be really easy to implement. At least scales.
Pint 3 is indeed very complicated, but it should be like that Human plays every nation in different way and so should AI. I should have gone to cognitive science so I could help with that...
|
That's true of point one also. It would still end up having to be a list of every nation and the scales it would take. Plus I can come up with 2 or 3 standard scales for every nation depending on how its played. If you think that there is a set of scales that will work without doing an "IF" for each nation then let us know what is it.
But if they did do an if for each nation then it wouldn't matter much since the lag of thinking would only be at the creation of the game. Not as bad as trying to do it for in-game thinking like buying reasonable troops.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|